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#1
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Just finished off a rudimentary recovery system for Swordsage, which means I'm ready to share my framework for the Tome of Battle conversion to NWN2. This is the stuff that allows me to script in swift, immediate, free actions, and Smite Evil-like abilities.
Consider this the beta version. There's still a few things I want to add to it, but I've tested and retested this thing to death and I think it's solid enough that anyone wanting to adapt it to their own custom work could do so with only a few changes once they understand the basics of it. To summarize, those basics are: 1. 3 feats are granted on character creation. An active feat handles the creation of a SoZ style container and an item, which when used handles the levelup process. It only creates these items if the PC does not have them. The levelup process hasn't been scripted yet, but it will create objects which are placed into the container (currently I have a debug script for the item's activation before I tackle the levelup scripts) . The container and the scripts are uniquely tagged on their creation with the PC's name to prevent scripts from becoming crossed. A persistent feat runs some background processes including storing 2da data on the container. The container acts as a hub for storing data for the framework's scripts. If it is ever destroyed, the active feat creates a new one and essentially the levelup process begins again. The last feat is active, and runs all the scripts that require us to enqueue an action into the standard action queue. It acts as a hub for these scripts so that we don't have to create an individual feat for each one. 2. It helps to think of the objects in the container as pages in a spellbook. If they're there you can use them, if not you can't. The indexing system reads the contents of the container, extracts variables preset on the objects, and places them on the appropriate screen on your menu based on those variables. For example, each object has a variable called "Level" if that level is set to one, the data for the object's spell will only appear on the Level 1 spell list. 3. Every spell or maneuver is activated by the xml command "ActionTargetScript". Why? Because it allows us to select a target which can be passed into our scripts, and (aside from ExecuteServerScript), is the only command in the game that will not enqueue an action. Thus, all of the data extracted from the objects in the container are designed to specify a specific script for "ActionTargetScript" to run and where and when we're allowed to run those scripts. In the case of swift actions, the swift action scripts check for a variable on the container called "Swift". If "Swift" is set to 0 the script can run, if not the script cannot run. 4. Classes have their own individual selection screens. This is a spellbook rebuild at it's heart. One of the faults of NWN2's spellcasting framework is that it did not account for custom classes very well. In order to prevent the same pitfall and make room for individualization based on class, each of the Tome of Battle classes has it's own set of xml pages which are the equivalent of the menus: Spells Known, Spells Prepared, and Quickcast. The indexing system takes this into account and will only display the proper maneuver on the proper class's screen. Adding classes is a matter of copying the xmls and replacing the class specific information that the indexing system looks up with the new class's information. This consists of editing abbreviations and can be done with a simple Find and Replace in your xml editor. Additionally, you'll need to add the class's abbreviation to the indexing system's entries. I'm going to post code blocks in related posts so that I have an easier time editing them later if I need to. |
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#2
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Let's start with the script run on our persistent feat:
Code:
//////////////////////////////////////////////////
// Author: Drammel //
// Date: 1/13/2009 //
// Name: lauch_martial_menu //
// Description: Lauch the menu that displays //
// the icons. Also runs combat data functions.//
//////////////////////////////////////////////////
#include "bot9s_inc_variables"
#include "bot9s_inc_constants"
void RunPCPositionPerRound()
{
object oPC = OBJECT_SELF;
location lPC = GetLocation(oPC);
SetLastLocationOfCreature(oPC, lPC, TRUE);
DelayCommand(RoundsToSeconds(1), RunPCPositionPerRound());
}
void RunPCPositionPerSecond()
{
object oPC = OBJECT_SELF;
location lPC = GetLocation(oPC);
SetLocalLocation(oPC, "bot9s_pc_pos_per_sec", lPC);
DelayCommand(1.0f, RunPCPositionPerSecond());
}
void RunPCHealth()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetIsObjectValid(GetItemPossessedBy(oPC, sMartialJournal)))
{
int nMyHp = GetCurrentHitPoints();
int nMyHp2 = GetCurrentHitPoints();
SetLocalInt(oMartialJournal, "MyHP", nMyHp);
DelayCommand(5.7f, SetLocalInt(oMartialJournal, "MyHP2", nMyHp2));
// Window of .2 seconds to determine if the PC has lost Hit points in the round.
DelayCommand(6.0f, RunPCHealth());
}
else DelayCommand(6.0f, RunPCHealth());
}
void RunIsEncounterActive()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
SetLocalInt(oMartialJournal, "bot9s_background_data", 1); //Loop status check.
if ((GetIsInCombat(oPC) == TRUE) && (GetLocalInt(oMartialJournal, "Encounter") == 0))
{
SetLocalInt(oMartialJournal, "Encounter", 1);
DelayCommand(RoundsToSeconds(1), SetLocalInt(oMartialJournal, "Encounter", 2));
if (GetHasFeat(FEAT_VITAL_RECOVERY))
{
SetLocalInt(oMartialJournal, "VitalRecovery", 0);
}
}
else if ((GetIsInCombat(oPC) == TRUE) && (GetLocalInt(oMartialJournal, "Encounter") == 3))
{
SetLocalInt(oMartialJournal, "Encounter", 1);
DelayCommand(RoundsToSeconds(1), SetLocalInt(oMartialJournal, "Encounter", 2));
}
else if ((GetIsInCombat(oPC) == FALSE) && (GetLocalInt(oMartialJournal, "Encounter") == 2))
{
SetLocalInt(oMartialJournal, "Encounter", 3);
DelayCommand(RoundsToSeconds(5), SetLocalInt(oMartialJournal, "Encounter", 0));
}
DelayCommand(RoundsToSeconds(1), RunIsEncounterActive());
}
void DoPreLoad()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetIsObjectValid(oMartialJournal))
{
ExecuteScript("bot9s_preload", oPC); // Stores 2da data on oMartialJournal.
}
else DelayCommand(0.1f, DoPreLoad());
}
void main()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetLevelByClass(CLASS_TYPE_CRUSADER) > 0)
{
DisplayGuiScreen(oPC, "SCREEN_MARTIAL_MENU_CR", FALSE, "martial_menu_cr.xml");
}
if (GetLevelByClass(CLASS_TYPE_SAINT) > 0)
{
DisplayGuiScreen(oPC, "SCREEN_MARTIAL_MENU_SA", FALSE, "martial_menu_sa.xml");
}
if (GetLevelByClass(CLASS_TYPE_SWORDSAGE) > 0)
{
DisplayGuiScreen(oPC, "SCREEN_MARTIAL_MENU_SS", FALSE, "martial_menu_ss.xml");
}
if (GetLevelByClass(CLASS_TYPE_WARBLADE) > 0)
{
DisplayGuiScreen(oPC, "SCREEN_MARTIAL_MENU_WB", FALSE, "martial_menu_wb.xml");
}
if (GetHasFeat(FEAT_MARTIAL_STUDY))
{
DisplayGuiScreen(oPC, "SCREEN_MARTIAL_MENU", FALSE, "martial_menu.xml");
}
DisplayGuiScreen(oPC, "SCREEN_SWIFT_ACTION", FALSE, "swift_action.xml");
DoPreLoad();
if (GetLocalInt(oMartialJournal, "bot9s_background_data") == 0)
{
RunPCPositionPerRound();
RunPCPositionPerSecond();
RunPCHealth();
RunIsEncounterActive();
}
}
The xml for this menu looks like this: Code:
<?xml version="1.0" encoding="utf-8"?>
<!--
This xml file is used to display the buttons that open and close the Martial Adept Menus and Recovery Method.
-->
<UIScene name="SCREEN_MARTIAL_MENU_SS" x=1 y=20 width=61 height=240 draggable=true fadeout="0.5" fadein="0.5" priority="SCENE_INGAME" backoutkey=false
OnRemove=UIButton_Input_ScreenClose("SCREEN_MARTIAL_MENU_SS") scriptloadable="true" />
<!-- Toggle Menu Buttons -->
<UIListbox name="AVAILABLE_MENU_LIST" x=1 y=80 width=61 height=140 yPadding=1
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="MARTIAL_ADEPT_MENU_TOGGLE" x=0 y=0 width=50 height=300 >
<UIButton name="MENU_OPEN_IMAGE" x=0 y=0 draggable=false width=40 height=40 MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add"
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_launch_bot9s,_SS)
OnLeftClick0=UIObject_Misc_ExecuteServerScript(gui_add_level,SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="ic_swordsage.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="QUICKSTRIKE_OPEN_IMAGE" x=0 y=45 draggable=false width=40 height=40 MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add"
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_quickstrike,_SS)
OnLeftClick0=UIObject_Misc_ExecuteServerScript(gui_addqs_texture,_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="quickstrike.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="RECOVERY_IMAGE" x=0 y=90 draggable=false width=40 height=40 MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add"
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_test)
OnLeftClick0=UIObject_Misc_ExecuteServerScript(gui_mask)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="greenhand.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<!-- Background Image -->
<UIIcon name="SPELL_KNOWN_BOTTOM" img="desertwindsword.tga" x=0 y=0 width=61 height=229 />
<UIFrame x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT />
Code:
<?xml version="1.0" encoding="utf-8"?> <!-- Neverwinter Nights 2 --> <!-- Copyright © Obsidian Entertainment, Inc. --> <UIScene name="SCREEN_SWIFT_ACTION" x="ALIGN_CENTER" y="ALIGN_TOP" width="75" height="55" capturemouseclicks="true" draggable="true" scriptloadable="true" priority="SCENE_INGAME" /> <UIButton name="SWIFT_ACTION" x=18 y=8 width=40 height=40 > <UIFrame state=base fill="b_empty.tga" /> <UIFrame state=up fill="b_empty.tga" /> <UIFrame state=down fill="b_empty.tga" /> <UIFrame state=focused fill="b_empty.tga" /> <UIFrame state=hilited fill="b_empty.tga" /> <UIFrame state=hifocus fill="b_empty.tga" /> <UIFrame state=disabled fill="b_empty.tga" /> </UIButton> <UIIcon name="SWA_BG" img="swift_action.tga" x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT /> Code:
//////////////////////////////////////////
// Author: Drammel //
// Date: 2/19/2009 //
// Title: start_bot9s //
// Description: Create the Book of the//
// Nine Swords and Martial Journal.//
//////////////////////////////////////////
#include "bot9s_inc_index"
#include "bot9s_inc_constants"
void main()
{
object oTarget = OBJECT_SELF;
int nStackSize = 1;
string sItemTemplate = "martial_journal";
string sNewTag = GetFirstName(oTarget) + sItemTemplate;
//Ensures that the game checks an item unique to the player.
//This is to prevent script confusion with characters of the same class.
int bDisplayFeedback = 1;
if (HasItemByTag(oTarget, "bot9s"))
{
FloatingTextStringOnCreature("You already have these items.", oTarget);
}
else if (GetHasFeat(FEAT_MARTIAL_STUDY) == TRUE)
{
CreateItemOnObject("bot9s", oTarget, nStackSize, "", bDisplayFeedback);
}
if (HasItemByTag(oTarget, "bot9s_cr"))
{
FloatingTextStringOnCreature("You already have these items.", oTarget);
}
else if (GetLevelByClass(CLASS_TYPE_CRUSADER) > 0)
{
CreateItemOnObject("bot9s_cr", oTarget, nStackSize, "", bDisplayFeedback);
}
if (HasItemByTag(oTarget, "bot9s_sa"))
{
FloatingTextStringOnCreature("You already have these items.", oTarget);
}
else if (GetLevelByClass(CLASS_TYPE_SAINT) > 0)
{
CreateItemOnObject("bot9s_sa", oTarget, nStackSize, "", bDisplayFeedback);
}
if (HasItemByTag(oTarget, "bot9s_ss"))
{
FloatingTextStringOnCreature("You already have these items.", oTarget);
}
else if (GetLevelByClass(CLASS_TYPE_SWORDSAGE) > 0)
{
CreateItemOnObject("bot9s_ss", oTarget, nStackSize, "", bDisplayFeedback);
}
if (HasItemByTag(oTarget, "bot9s_wb"))
{
FloatingTextStringOnCreature("You already have these items.", oTarget);
}
else if (GetLevelByClass(CLASS_TYPE_WARBLADE) > 0)
{
CreateItemOnObject("bot9s_wb", oTarget, nStackSize, "", bDisplayFeedback);
}
if (HasItemByTag(oTarget, sNewTag))
{
FloatingTextStringOnCreature("", oTarget);
}
else CreateItemOnObject(sItemTemplate, oTarget, nStackSize, sNewTag, bDisplayFeedback);
}
Code:
//////////////////////////////////////////
// Author: Drammel //
// Date: 3/3/2009 //
// Title: i_bot9s_ss_ac //
// Description: Launch the Book of the //
// Nine Swords menu from an item //
//////////////////////////////////////////
#include "x2_inc_switches"
#include "x0_i0_position"
void main()
{
object oPC = GetItemActivator();
object oItem = GetItemActivated();
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
location lTarget = GetItemActivatedTargetLocation();
float fDistance = DISTANCE_TINY;
if (GetObjectSeen(GetObjectByTag("c_summon_bot9s_ss"), oPC))
{
return;
}
else
{
CreateObject(OBJECT_TYPE_CREATURE, "c_summon_bot9s_ss", GetOppositeLocation(oPC, fDistance));
SetLocalInt(oMartialJournal, "NewLevelSS", 0); //Placeholder until I can add it to level procedure.
}
}
Code:
//////////////////////////////////////////////////
// Author: Drammel //
// Date: 4/21/2009 //
// Title: bot9s_preload //
// Description: Stores 2da on oMartialJournal //
// just after it has been created. This file //
// is to make the Tome of Battle classes run a //
// bit more smoothly on Persistent Worlds. //
//////////////////////////////////////////////////
void Set2DAStringColumn(string s2da, string sColumn, int nRows = 300, int i = 0)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetIsObjectValid(oMartialJournal))
{
string sString;
while (i <= nRows)
{
sString = Get2DAString(s2da, sColumn, i);
SetLocalString(oMartialJournal, s2da + "_" + sColumn + IntToString(i), sString);
i++;
}
}
}
void Set2DAFloatColumn(string s2da, string sColumn, int nRows = 300, int i = 0)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetIsObjectValid(oMartialJournal))
{
float fEntry;
string sString;
while (i <= nRows)
{
sString = Get2DAString(s2da, sColumn, i);
fEntry = StringToFloat(sString);
SetLocalFloat(oMartialJournal, s2da + "_" + sColumn + IntToString(i), fEntry);
i++;
}
}
}
void Set2DAIntColumn(string s2da, string sColumn, int nRows = 300, int i = 0)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetIsObjectValid(oMartialJournal))
{
int nEntry;
string sString;
while (i <= nRows)
{
sString = Get2DAString(s2da, sColumn, i);
nEntry = StringToInt(sString);
SetLocalInt(oMartialJournal, s2da + "_" + sColumn + IntToString(i), nEntry);
i++;
}
}
}
void main()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
// Breaking up several loops to avoid 'To Many Instructions' errors.
DelayCommand(0.05f, Set2DAStringColumn("maneuvers", "Script"));
DelayCommand(0.05f, Set2DAStringColumn("maneuvers", "ICON"));
DelayCommand(0.05f, Set2DAStringColumn("maneuvers", "ItemLabel"));
DelayCommand(0.05f, Set2DAIntColumn("maneuvers", "StrRef"));
DelayCommand(0.05f, Set2DAIntColumn("maneuvers", "Description"));
DelayCommand(0.1f, Set2DAFloatColumn("baseitems", "PrefAttackDist"));// I use this 2da a lot.
DelayCommand(0.1f, Set2DAIntColumn("baseitems", "NumDice"));
DelayCommand(0.1f, Set2DAIntColumn("baseitems", "DieToRoll"));
DelayCommand(0.1f, Set2DAIntColumn("baseitems", "CritThreat"));
DelayCommand(0.1f, Set2DAIntColumn("baseitems", "CritHitMult"));
DelayCommand(0.2f, Set2DAIntColumn("baseitems", "FEATImprCrit"));
DelayCommand(0.2f, Set2DAIntColumn("baseitems", "FEATWpnFocus"));
DelayCommand(0.2f, Set2DAIntColumn("baseitems", "FEATWpnSpec"));
DelayCommand(0.2f, Set2DAIntColumn("baseitems", "FEATEpicDevCrit"));
DelayCommand(0.2f, Set2DAIntColumn("baseitems", "FEATEpicWpnFocus"));
DelayCommand(0.3f, Set2DAIntColumn("baseitems", "FEATEpicWpnSpec"));
DelayCommand(0.3f, Set2DAIntColumn("baseitems", "FEATOverWhCrit"));
DelayCommand(0.3f, Set2DAIntColumn("baseitems", "FEATWpnOfChoice"));
DelayCommand(0.3f, Set2DAIntColumn("baseitems", "FEATGrtrWpnFocus"));
DelayCommand(0.3f, Set2DAIntColumn("baseitems", "FEATGrtrWpnSpec"));
DelayCommand(0.4f, Set2DAIntColumn("baseitems", "FEATPowerCrit"));
DelayCommand(0.4f, Set2DAStringColumn("iprp_feats", "Label", 450));
DelayCommand(0.4f, Set2DAIntColumn("iprp_feats", "FeatIndex", 450));
int nBaseitemRows = GetNum2DARows("baseitems");
if (nBaseitemRows > 200)
{
DelayCommand(0.4f, Set2DAFloatColumn("baseitems", "PrefAttackDist", nBaseitemRows, 200));
DelayCommand(0.4f, Set2DAIntColumn("baseitems", "NumDice", nBaseitemRows, 200));
DelayCommand(0.5f, Set2DAIntColumn("baseitems", "DieToRoll", nBaseitemRows, 200));
DelayCommand(0.5f, Set2DAIntColumn("baseitems", "CritThreat", nBaseitemRows, 200));
DelayCommand(0.5f, Set2DAIntColumn("baseitems", "CritHitMult", nBaseitemRows, 200));
DelayCommand(0.5f, Set2DAIntColumn("baseitems", "FEATImprCrit", nBaseitemRows, 200));
DelayCommand(0.5f, Set2DAIntColumn("baseitems", "FEATWpnFocus", nBaseitemRows, 200));
DelayCommand(0.6f, Set2DAIntColumn("baseitems", "FEATWpnSpec", nBaseitemRows, 200));
DelayCommand(0.6f, Set2DAIntColumn("baseitems", "FEATEpicDevCrit", nBaseitemRows, 200));
DelayCommand(0.6f, Set2DAIntColumn("baseitems", "FEATEpicWpnFocus", nBaseitemRows, 200));
DelayCommand(0.6f, Set2DAIntColumn("baseitems", "FEATEpicWpnSpec", nBaseitemRows, 200));
DelayCommand(0.6f, Set2DAIntColumn("baseitems", "FEATOverWhCrit", nBaseitemRows, 200));
DelayCommand(0.7f, Set2DAIntColumn("baseitems", "FEATWpnOfChoice", nBaseitemRows, 200));
DelayCommand(0.7f, Set2DAIntColumn("baseitems", "FEATGrtrWpnFocus", nBaseitemRows, 200));
DelayCommand(0.7f, Set2DAIntColumn("baseitems", "FEATGrtrWpnSpec", nBaseitemRows, 200));
DelayCommand(0.7f, Set2DAIntColumn("baseitems", "FEATPowerCrit", nBaseitemRows, 200));
}
int niprpfeatsRows = GetNum2DARows("iprp_feats");
if (niprpfeatsRows > 799)
{
DelayCommand(0.7f, Set2DAStringColumn("iprp_feats", "Label", niprpfeatsRows, 450));
DelayCommand(0.8f, Set2DAIntColumn("iprp_feats", "FeatIndex", niprpfeatsRows, 450));
}
}
Edit: Condensed and streamlined, 5/6/2009. Last edited by Drammel; 05-07-2009 at 08:09 PM. Reason: Added checks for duplicate background cycles and better TMI mangement |
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#3
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Here's that debug item creation script it's run from a conversation with an invisible creature:
Code:
//////////////////////////////////////////////////
// Author: Drammel //
// Date: 1/23/2009 //
// Title: create_martial_debug //
// Description: Creates the item placeholders //
// which gui_launch_bot9s checks to generate //
// the approptiate listbox row in the menu. //
//////////////////////////////////////////////////
#include "bot9s_inc_constants"
void main(string sItemTemplate, string sItemTemplate2, string sItemTemplate3, string sItemTemplate4, string sItemTemplate5, string sItemTemplate6)
{
object oTarget = GetPCSpeaker();
int nStackSize = 1;
string sNewTag5 = GetFirstName(oTarget) + sItemTemplate5;
string sNewTag4 = GetFirstName(oTarget) + sItemTemplate4;
string sNewTag3 = GetFirstName(oTarget) + sItemTemplate3;
string sNewTag2 = GetFirstName(oTarget) + sItemTemplate2;
string sNewTag = GetFirstName(oTarget) + sItemTemplate;
string sNewTag6 = GetFirstName(oTarget) + sItemTemplate6;
int bDisplayFeedback = 1;
CreateItemOnObject(sItemTemplate, oTarget, nStackSize, sNewTag, bDisplayFeedback);
CreateItemOnObject(sItemTemplate2, oTarget, nStackSize, sNewTag2, bDisplayFeedback);
CreateItemOnObject(sItemTemplate3, oTarget, nStackSize, sNewTag3, bDisplayFeedback);
CreateItemOnObject(sItemTemplate4, oTarget, nStackSize, sNewTag4, bDisplayFeedback);
CreateItemOnObject(sItemTemplate5, oTarget, nStackSize, sNewTag5, bDisplayFeedback);
CreateItemOnObject(sItemTemplate6, oTarget, nStackSize, sNewTag6, bDisplayFeedback);
object oManeuver = GetObjectByTag(GetFirstName(oTarget) + sItemTemplate5);
SetLocalInt(oManeuver, "Class", CLASS_TYPE_SWORDSAGE);
object oManeuver2 = GetObjectByTag(GetFirstName(oTarget) + sItemTemplate4);
SetLocalInt(oManeuver2, "Class", CLASS_TYPE_SWORDSAGE);
object oManeuver3 = GetObjectByTag(GetFirstName(oTarget) + sItemTemplate3);
SetLocalInt(oManeuver3, "Class", CLASS_TYPE_SWORDSAGE);
object oManeuver4 = GetObjectByTag(GetFirstName(oTarget) + sItemTemplate2);
object oManeuver5 = GetObjectByTag(GetFirstName(oTarget) + sItemTemplate);
SetLocalInt(oManeuver5, "Class", CLASS_TYPE_SWORDSAGE);
object oManeuver6 = GetObjectByTag(GetFirstName(oTarget) + sItemTemplate6);
SetLocalInt(oManeuver6, "Class", CLASS_TYPE_SWORDSAGE);
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 2/12/2009 //
// Title: bot9s_inc_index //
// Description: Indexing functions for the //
// Book of the Nine Swords classes. //
//////////////////////////////////////////////
#include "bot9s_inc_constants"
/* Unique tags are created on the placeholder items, specific to the player they are generated for.
Here we are making sure that we're checking for those tags and not the base item.
This prevents PCs of the same class from interfering with another PC's interface.
Red, Blue, and Green Boxes are local ints stored on the item oMartialJournal. They are the heart
of the indexing functions. RedBox refers to the listboxes on the Maneuvers Readied screen.
BlueBoxes come in four types and GreenBoxes come in three types each coresponding to a type of maneuver.
STA for Stance, STR for Strike, B for Boost, and C for counter. GreenBoxes are not used for STA
because Stances never are put on the Maneuvers Readied screen. BlueBoxes contain the 2da row number
from the maneuvers 2da and tell the buttons on the QuickStrike menu what icon to display and which
script to run. GreenBoxes are bridges between Red and Blue. When RedBox tells us that the player has
selected a particular maneuver for the numbered box, GreenBox copies the number of the RedBox. When
another maneuver is added a check is run to find the first availible empty box on Maneuvers
Readied. Since RedBox# now has been set to 1 (indicating that it is used) the function GetRed finds
the next availible RedBox. Once it has done that it looks for the next empty box on QuickStrike. Since
BlueBox holds the actual 2da information GreenBox is needed to properly determine which boxes are
occupied. Once the function GetGreen finds that listbox it is set to the RedBox number and GetBlue sets the
2da for the approriate ListBox based on the ListBox GetGreen tells it to use. When a maneuver is removed, RemoveManeuver
checks the number on GreenBox (also the same number as RedBox) and the data can be reset to 0 for the specific
listbox. To clarify, no data from these boxes is ever stored on the GUI, it is stored in oMartialJournal.
The GUI merely executes the script to check for or modify the variables when selected.
4/10/2009: Major overhaul of the indexing system; reduced clutter scripts, added routing for
Classes, and added support for swift feats. */
//Prototypes
//Sets Variables, adds and modifies listboxes for the bo9s menus.
// - oPC: Person calling the menu.
// - oManeuver: Item in oMartialJournal that we extract variables from.
// - nLevel: Which teir of listboxes we're populating.
// - nIndexRow: Number of the listbox row and pertinet variables being modified.
// - nClassType: The menu of the class to populate the menu for.
void PopulateBot9sMenu(object oPC, object oManeuver, int nLevel, int nIndexRow, int nClassType);
//Returns the first unoccupied RedBox with number.
string GetRed(string sClass);
//Returns the number of the RedBox called by GetRed
int GetRedNumber(string sClass);
//Returns the first unoccupied GreenBox by type and number.
// - sType: Either STR, B, or C (STA is not used by GreenBoxes).
// - sClass: Type of Class that can use this particular box.
string GetGreen(string sType, string sClass);
//Cross references the first availible GreenBox to determine the first unoccupied BlueBox.
//Returns the first unoccupied BlueBox.
// - sType: Checks by types STR, B, or C (STA directly bypasses these checks because it is never used on Maneuvers Readied).
// - sClass: Type of Class that can use this particular box.
string GetBlue(string sType, string sClass);
// Returns the first empty swift feat box.
// - sClass: Absolutely necessary to display the box correctly.
string GetSwiftFeat(string sClass);
//Sets Red, Blue, and Green box variables when a Listbox under Level nLevel is selected
//from the Maneuvers Known Screen. RedBox is for Maneuvers Readied, BlueBox is a 2da refrence
//for Quickstrike, and GreenBox determines if the Quickstrike buttons are occupied.
// - oPC: Person calling the menu.
// - nLevel: Level listing of the maneuver to add.
// - nIndexRow: Numeric value of the listbox row being selected. ie: "L1R#Type", "Level1Row#".
// - nRed: ID Number of "READIED_", "RED_PANE_", and "RED_" GUIObject (for textures) and the variable "RedBox#".
// - sClass: Class suffix of the screens to modify.
void AddLevelRow(object oPC, int nLevel, int nIndexRow, int nRed, string sClass);
//Sets the textures of the Quickstrike Listboxes
// - sListbox: Name of the ListBox to be modified.
// - sUIPane: Name of the UIPane to be modified.
// - sIndexType: Letter suffix of the BlueBox we're extracting the 2da refrence from.
// - nIndexRow: Index number of the 2da row which tells us which texture to use.
// - sClass: Which Quickstrike Menu to add to.
void AddQuickstrike(string sListBox, string sUIPane, string sIndexType, int nIndexRow, string sClass);
//Cross References the number of the RedBox as nRed againt the local int of GreenBoxes
//in order to find and clear the appropriate maneuvers from Maneuvers Readied and Quickstrike.
// - nRed: Number of the calling RedBox and local int stored on GreenBox.
void RemoveManeuver(int nRed, string sClass);
// Determine if the target is carrying the specified object.
int HasItemByTag(object oTarget, string sTag);
//Returns the number of items in oContainer.
int GetNumberOfItemsInInventory(object oContainer);
//Functions
//Sets Variables, adds and modifies listboxes for the bo9s menus.
// - oPC: Person calling the menu.
// - oManeuver: Item in oMartialJournal that we extract variables from.
// - nLevel: Which teir of listboxes we're populating.
// - nIndexRow: Number of the listbox row and pertinet variables being modified.
// - nClassType: The menu of the class to populate the menu for.
void PopulateBot9sMenu(object oPC, object oManeuver, int nLevel, int nIndexRow, int nClassType)
{
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
int nClass = GetLocalInt(oManeuver, "Class"); // variable is set on item creation
int nRow, nType;
string sLevel, sIndexRow, sScreen, sList, sText, sTextures, sClass;
switch (nClass)
{
case CLASS_TYPE_CRUSADER: sScreen = "SCREEN_MANEUVERS_KNOWN_CR"; sClass = "_CR"; break;
case CLASS_TYPE_SAINT: sScreen = "SCREEN_MANEUVERS_KNOWN_SA"; sClass = "_SA"; break;
case CLASS_TYPE_SWORDSAGE: sScreen = "SCREEN_MANEUVERS_KNOWN_SS"; sClass = "_SS"; break;
case CLASS_TYPE_WARBLADE: sScreen = "SCREEN_MANEUVERS_KNOWN_WB"; sClass = "_WB"; break;
case 255: sScreen = "SCREEN_MANEUVERS_KNOWN"; sClass = "___"; break;
default: sScreen = "SCREEN_MANEUVERS_KNOWN"; sClass = "___"; break;
}
if ((nLevel == 0) && (nClass == nClassType))
{
nRow = GetLocalInt(oManeuver, "2da");
nType = GetLocalInt(oManeuver, "Type");
sLevel = IntToString(nLevel);
sIndexRow = IntToString(nIndexRow);
sList = "STANCE_LIST";
sText = "STANCE_ITEM_TEXT" + "=" + GetStringByStrRef(GetLocalInt(oMartialJournal, "maneuvers_StrRef" + IntToString(nRow)));
sTextures = "STANCE_ITEM_ICON" + "=" + GetLocalString(oMartialJournal, "maneuvers_ICON" + IntToString(nRow)) + ".tga";
SetLocalInt(oMartialJournal, "CheckI", 2);
SetLocalInt(oMartialJournal, "BlueBoxSTA" + sIndexRow + sClass, nRow);
AddListBoxRow(oPC, sScreen, sList, "STANCE_LISTBOX_ITEM" + sIndexRow, sText, sTextures, "", "");
if (GetHasFeat(FEAT_STANCE_MASTERY, oPC))
{
SetLocalInt(oMartialJournal, "BlueBoxDSTA" + sIndexRow + sClass, nRow);
}
}
else if (nClass == nClassType)
{
nRow = GetLocalInt(oManeuver, "2da");
nType = GetLocalInt(oManeuver, "Type");
sLevel = IntToString(nLevel);
sIndexRow = IntToString(nIndexRow);
sList = "LEVEL" + sLevel + "_LIST";
sText = "LEVEL" + sLevel + "_ITEM_TEXT" + "=" + GetStringByStrRef(GetLocalInt(oMartialJournal, "maneuvers_StrRef" + IntToString(nRow)));
sTextures = "LEVEL" + sLevel + "_ITEM_ICON" + "=" + GetLocalString(oMartialJournal, "maneuvers_ICON" + IntToString(nRow)) + ".tga";
SetLocalInt(oMartialJournal, "CheckI", 2);
SetLocalInt(oMartialJournal, "Level" + sLevel + "Row" + sIndexRow + sClass, nRow);
SetLocalInt(oMartialJournal, "L" + sLevel + "R" + sIndexRow + "Type" + sClass, nType);
AddListBoxRow(oPC, sScreen, sList, "LEVEL" + sLevel + "_LISTBOX_ITEM" + sIndexRow, sText, sTextures, "", "");
}
}
//Returns the first unoccupied RedBox with number.
string GetRed(string sClass)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
string sRedBox; //Variables that do not exist always return as 0.
if ((GetLocalInt(oMartialJournal, "RedBox17" + sClass) == 0) && (GetHasFeat(FEAT_EXTRA_READIED_MANEUVER, oPC)))
{
sRedBox = "RedBox17" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox1" + sClass) == 0)
{
sRedBox = "RedBox1" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox2" + sClass) == 0)
{
sRedBox = "RedBox2" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox3" + sClass) == 0)
{
sRedBox = "RedBox3" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox4" + sClass) == 0)
{
sRedBox = "RedBox4" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox5" + sClass) == 0)
{
sRedBox = "RedBox5" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox6" + sClass) == 0)
{
sRedBox = "RedBox6" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox7" + sClass) == 0)
{
sRedBox = "RedBox7" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox8" + sClass) == 0)
{
sRedBox = "RedBox8" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox9" + sClass) == 0)
{
sRedBox = "RedBox9" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox10" + sClass) == 0)
{
sRedBox = "RedBox10" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox11" + sClass) == 0)
{
sRedBox = "RedBox11" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox12" + sClass) == 0)
{
sRedBox = "RedBox12" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox13" + sClass) == 0)
{
sRedBox = "RedBox13" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox14" + sClass) == 0)
{
sRedBox = "RedBox14" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox15" + sClass) == 0)
{
sRedBox = "RedBox15" + sClass;
}
else if (GetLocalInt(oMartialJournal, "RedBox16" + sClass) == 0)
{
sRedBox = "RedBox16" + sClass;
}
return sRedBox;
}
//Returns the number of the RedBox called by GetRed
int GetRedNumber(string sClass)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
int r;
if ((GetLocalInt(oMartialJournal, "RedBox17" + sClass) == 0) && (GetHasFeat(FEAT_EXTRA_READIED_MANEUVER, oPC)))
{
r = 17;
}
else if (GetLocalInt(oMartialJournal, "RedBox1" + sClass) == 0)
{
r = 1;
}
else if (GetLocalInt(oMartialJournal, "RedBox2" + sClass) == 0)
{
r = 2;
}
else if (GetLocalInt(oMartialJournal, "RedBox3" + sClass) == 0)
{
r = 3;
}
else if (GetLocalInt(oMartialJournal, "RedBox4" + sClass) == 0)
{
r = 4;
}
else if (GetLocalInt(oMartialJournal, "RedBox5" + sClass) == 0)
{
r = 5;
}
else if (GetLocalInt(oMartialJournal, "RedBox6" + sClass) == 0)
{
r = 6;
}
else if (GetLocalInt(oMartialJournal, "RedBox7" + sClass) == 0)
{
r = 7;
}
else if (GetLocalInt(oMartialJournal, "RedBox8" + sClass) == 0)
{
r = 8;
}
else if (GetLocalInt(oMartialJournal, "RedBox9" + sClass) == 0)
{
r = 9;
}
else if (GetLocalInt(oMartialJournal, "RedBox10" + sClass) == 0)
{
r = 10;
}
else if (GetLocalInt(oMartialJournal, "RedBox11" + sClass) == 0)
{
r = 11;
}
else if (GetLocalInt(oMartialJournal, "RedBox12" + sClass) == 0)
{
r = 12;
}
else if (GetLocalInt(oMartialJournal, "RedBox13" + sClass) == 0)
{
r = 13;
}
else if (GetLocalInt(oMartialJournal, "RedBox14" + sClass) == 0)
{
r = 14;
}
else if (GetLocalInt(oMartialJournal, "RedBox15" + sClass) == 0)
{
r = 15;
}
else if (GetLocalInt(oMartialJournal, "RedBox16" + sClass) == 0)
{
r = 16;
}
return r;
}
//Returns the first unoccupied GreenBox by type and number.
// - sType: Either STR, B, or C (STA is not used by GreenBoxes).
// - sClass: Type of Class that can use this particular box.
string GetGreen(string sType, string sClass)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
string sGreenBox;
if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "1" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "1" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "2" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "2" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "3" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "3" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "4" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "4" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "5" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "5" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "6" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "6" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "7" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "7" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "8" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "8" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "9" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "9" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "10" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "10" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "11" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "11" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "12" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "12" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "13" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "13" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "14" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "14" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "15" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "15" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "16" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "16" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "17" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "17" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "18" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "18" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "19" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "19" + sClass;
}
else if (GetLocalInt(oMartialJournal, "GreenBox" + sType + "20" + sClass) == 0)
{
sGreenBox = "GreenBox" + sType + "20" + sClass;
}
return sGreenBox;
}
//Cross references the first availible GreenBox to determine the first unoccupied BlueBox.
//Returns the first unoccupied BlueBox.
// - sType: Checks by types STR, B, or C (STA directly bypasses these checks because it is never used on Maneuvers Readied).
// - sClass: Type of Class that can use this particular box.
string GetBlue(string sType, string sClass)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
string sBlueBox;
int nCheck1 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "1" + sClass);
int nCheck2 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "2" + sClass);
int nCheck3 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "3" + sClass);
int nCheck4 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "4" + sClass);
int nCheck5 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "5" + sClass);
int nCheck6 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "6" + sClass);
int nCheck7 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "7" + sClass);
int nCheck8 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "8" + sClass);
int nCheck9 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "9" + sClass);
int nCheck10 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "10" + sClass);
int nCheck11 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "11" + sClass);
int nCheck12 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "12" + sClass);
int nCheck13 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "13" + sClass);
int nCheck14 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "14" + sClass);
int nCheck15 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "15" + sClass);
int nCheck16 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "16" + sClass);
int nCheck17 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "17" + sClass);
int nCheck18 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "18" + sClass);
int nCheck19 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "19" + sClass);
int nCheck20 = GetLocalInt(oMartialJournal, "GreenBox" + sType + "20" + sClass);
int nCheckGreen = GetLocalInt(oMartialJournal, GetGreen(sType, sClass));
if (nCheck1 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "1" + sClass;
}
else if (nCheck2 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "2" + sClass;
}
else if (nCheck3 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "3" + sClass;
}
else if (nCheck4 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "4" + sClass;
}
else if (nCheck5 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "5" + sClass;
}
else if (nCheck6 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "6" + sClass;
}
else if (nCheck7 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "7" + sClass;
}
else if (nCheck8 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "8" + sClass;
}
else if (nCheck9 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "9" + sClass;
}
else if (nCheck10 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "10" + sClass;
}
else if (nCheck11 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "11" + sClass;
}
else if (nCheck12 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "12" + sClass;
}
else if (nCheck13 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "13" + sClass;
}
else if (nCheck14 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "14" + sClass;
}
else if (nCheck15 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "15" + sClass;
}
else if (nCheck16 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "16" + sClass;
}
else if (nCheck17 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "17" + sClass;
}
else if (nCheck18 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "18" + sClass;
}
else if (nCheck19 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "19" + sClass;
}
else if (nCheck20 == nCheckGreen)
{
sBlueBox = "BlueBox" + sType + "20" + sClass;
}
return sBlueBox;
}
// Returns the first empty swift feat box.
// - sClass: Absolutely necessary to display the box correctly.
string GetSwiftFeat(string sData)
{
object oPC = OBJECT_SELF;
string sClass = GetStringRight(sData, 3);
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
string sFeatBox; //Variables that do not exist always return as 0.
//BlueBoxF1 is reserved for Charge.
if (GetLocalInt(oMartialJournal, "BlueBoxF2" + sClass) == 0)
{
sFeatBox = "BlueBoxF2" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF3" + sClass) == 0)
{
sFeatBox = "BlueBoxF3" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF4" + sClass) == 0)
{
sFeatBox = "BlueBoxF4" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF5" + sClass) == 0)
{
sFeatBox = "BlueBoxF5" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF6" + sClass) == 0)
{
sFeatBox = "BlueBoxF6" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF7" + sClass) == 0)
{
sFeatBox = "BlueBoxF7" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF8" + sClass) == 0)
{
sFeatBox = "BlueBoxF8" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF9" + sClass) == 0)
{
sFeatBox = "BlueBoxF9" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF10" + sClass) == 0)
{
sFeatBox = "BlueBoxF10" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF11" + sClass) == 0)
{
sFeatBox = "BlueBoxF11" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF12" + sClass) == 0)
{
sFeatBox = "BlueBoxF12" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF13" + sClass) == 0)
{
sFeatBox = "BlueBoxF13" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF14" + sClass) == 0)
{
sFeatBox = "BlueBoxF14" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF15" + sClass) == 0)
{
sFeatBox = "BlueBoxF15" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF16" + sClass) == 0)
{
sFeatBox = "BlueBoxF16" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF17" + sClass) == 0)
{
sFeatBox = "BlueBoxF17" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF18" + sClass) == 0)
{
sFeatBox = "BlueBoxF18" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF19" + sClass) == 0)
{
sFeatBox = "BlueBoxF19" + sClass;
}
else if (GetLocalInt(oMartialJournal, "BlueBoxF20" + sClass) == 0)
{
sFeatBox = "BlueBoxF20" + sClass;
}
return sFeatBox;
}
//Sets Red, Blue, and Green box variables when a Listbox under Level nLevel is selected
//from the Maneuvers Known Screen. RedBox is for Maneuvers Readied, BlueBox is a 2da refrence
//for Quickstrike, and GreenBox determines if the Quickstrike buttons are occupied.
// - oPC: Person calling the menu.
// - nLevel: Level listing of the maneuver to add.
// - nIndexRow: Numeric value of the listbox row being selected. ie: "L1R#Type", "Level1Row#".
// - nRed: ID Number of "READIED_", "RED_PANE_", and "RED_" GUIObject (for textures) and the variable "RedBox#".
// - sClass: Class suffix of the screens to modify.
void AddLevelRow(object oPC, int nLevel, int nIndexRow, int nRed, string sClass)
{
string sLevel = IntToString(nLevel);
string sIndexRow = IntToString(nIndexRow);
string sRed = IntToString(nRed);
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
int nRow = GetLocalInt(oMartialJournal, "Level" + sLevel + "Row" + sIndexRow + sClass);
int nType = GetLocalInt(oMartialJournal, "L" + sLevel + "R" + sIndexRow + "Type" + sClass);
string sTextures = "RED_" + sRed + "=" + GetLocalString(oMartialJournal, "maneuvers_ICON" + IntToString(nRow)) + ".tga";
string sBox = "READIED_" + sRed;
string sVari = "7=" + sLevel + sRed + sClass + sIndexRow; // GetSubString type functions are used to break this apart.
string sGreenBoxSTR = GetGreen("STR", sClass);
string sGreenBoxB = GetGreen("B", sClass);
string sGreenBoxC = GetGreen("C", sClass);
string sBlueBoxSTR = GetBlue("STR", sClass);
string sBlueBoxB = GetBlue("B", sClass);
string sBlueBoxC = GetBlue("C", sClass);
if (sClass == "___")
{
ModifyListBoxRow(oPC, "SCREEN_MANEUVERS_READIED", sBox, "RED_PANE_" + sRed, "", sTextures, sVari, "");
}
else ModifyListBoxRow(oPC, "SCREEN_MANEUVERS_READIED" + sClass, sBox, "RED_PANE_" + sRed, "", sTextures, sVari, "");
SetLocalInt(oMartialJournal, "RedBox" + sRed + sClass, 1);
if (nType == 2)
{
SetLocalInt(oMartialJournal, sBlueBoxSTR, nRow);
SetLocalInt(oMartialJournal, sGreenBoxSTR, nRed);
}
else if (nType == 3)
{
SetLocalInt(oMartialJournal, sBlueBoxB, nRow);
SetLocalInt(oMartialJournal, sGreenBoxB, nRed);
}
else if (nType == 4)
{
SetLocalInt(oMartialJournal, sBlueBoxC, nRow);
SetLocalInt(oMartialJournal, sGreenBoxC, nRed);
}
if (sClass == "___")
{
SetGUIObjectDisabled(oPC, "SCREEN_MANEUVERS_KNOWN", "LEVEL" + sLevel + "_LISTBOX_ITEM" + sIndexRow, TRUE);
}
else SetGUIObjectDisabled(oPC, "SCREEN_MANEUVERS_KNOWN" + sClass, "LEVEL" + sLevel + "_LISTBOX_ITEM" + sIndexRow, TRUE);
if (sClass == "___")
{
SetGUIObjectDisabled(oPC, "SCREEN_MANEUVERS_READIED", sBox, FALSE);
}
else SetGUIObjectDisabled(oPC, "SCREEN_MANEUVERS_READIED" + sClass, sBox, FALSE);
}
//Sets the textures of the Quickstrike Listboxes
// - sListbox: Name of the ListBox to be modified.
// - sUIPane: Name of the UIPane to be modified.
// - sIndexType: Letter suffix of the BlueBox we're extracting the 2da refrence from.
// - nIndexRow: Index number of the 2da row which tells us which texture to use.
// - sClass: Which Quickstrike Menu to add to.
void AddQuickstrike(string sListBox, string sUIPane, string sIndexType, int nIndexRow, string sData)
{
object oPC = OBJECT_SELF;
string sClass = GetStringRight(sData, 3);
string sScreen;
if (sClass != "___")
{
sScreen = "SCREEN_QUICK_STRIKE" + sClass;
}
else sScreen = "SCREEN_QUICK_STRIKE";
string sIndexRow = IntToString(nIndexRow);
string sBox;
string sTextures;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
int nRow = GetLocalInt(oMartialJournal, "BlueBox" + sIndexType + sIndexRow + sClass);
if (nRow == 0)
{
sTextures = sIndexType + sIndexRow + "=" + "b_empty.tga";
sBox = sListBox;
ModifyListBoxRow(oPC, sScreen, sBox, sUIPane, "", sTextures, "", "");
SetGUIObjectHidden(oPC, sScreen, sBox, TRUE);
}
else if (nRow != 0)
{
sTextures = sIndexType + sIndexRow + "=" + GetLocalString(oMartialJournal, "maneuvers_ICON" + IntToString(nRow)) + ".tga";
sBox = sListBox;
ModifyListBoxRow(oPC, sScreen, sBox, sUIPane, "", sTextures, "", "");
SetGUIObjectHidden(oPC, sScreen, sBox, FALSE);
}
}
//Cross References the number of the RedBox as nRed againt the local int of GreenBoxes
//in order to find and clear the appropriate maneuvers from Maneuvers Readied and Quickstrike.
// - nRed: Number of the calling RedBox and local int stored on GreenBox.
void RemoveManeuver(int nRed, string sClass)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
SetLocalInt(oMartialJournal, "RedBox" + IntToString(nRed) + sClass, 0);
if (GetLocalInt(oMartialJournal, "GreenBoxSTR1" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR1" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR1" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR2" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR2" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR2" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR3" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR3" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR3" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR4" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR4" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR4" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR5" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR5" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR5" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR6" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR6" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR6" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR7" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR7" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR7" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR8" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR8" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR8" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR9" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR9" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR9" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR10" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR10" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR10" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR11" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR11" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR11" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR12" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR12" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR12" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR13" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR13" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR13" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR14" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR14" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR14" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR15" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR15" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR15" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR16" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR16" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR16" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR17" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR17" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR17" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR18" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR18" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR18" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR19" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR19" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR19" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxSTR20" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxSTR20" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxSTR20" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB1" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB1" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB1" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB2" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB2" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB2" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB3" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB3" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB3" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB4" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB4" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB4" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB5" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB5" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB5" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB6" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB6" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB6" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB7" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB7" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB7" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB8" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB8" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB8" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB9" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB9" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB9" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxB10" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxB10" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxB10" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC1" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC1" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC1" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC2" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC2" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC2" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC3" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC3" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC3" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC4" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC4" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC4" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC5" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC5" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC5" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC6" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC6" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC6" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC7" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC7" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC7" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC8" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC8" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC8" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC9" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC9" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC9" + sClass, 0);
}
else if (GetLocalInt(oMartialJournal, "GreenBoxC10" + sClass) == nRed)
{
SetLocalInt(oMartialJournal, "GreenBoxC10" + sClass, 0);
SetLocalInt(oMartialJournal, "BlueBoxC10" + sClass, 0);
}
}
// Determine if the target is carrying the specified object.
int HasItemByTag(object oTarget, string sTag)
{
if (GetIsObjectValid(oTarget))
{
return GetIsObjectValid(GetItemPossessedBy(oTarget, sTag));
}
return FALSE;
}
//Returns the number of items in oContainer.
int GetNumberOfItemsInInventory(object oContainer)
{
object oItem;
int nReturn;
oItem = GetFirstItemInInventory(oContainer);
while (GetIsObjectValid(oItem))
{
nReturn += 1;
oItem = GetNextItemInInventory(oContainer);
}
return nReturn;
}
Last edited by Drammel; 05-06-2009 at 06:09 PM. Reason: Support for Stance Mastery |
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#4
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The xml for the screens where we choose maneuvers call the indexing system, once every level. Here are the xmls:
Code:
<?xml version="1.0" encoding="NWN2UI">
<!--
This xml file is used to display all of the KNOWN maneuvers that
the selected character currently has available.
-->
<UIScene name="SCREEN_MANEUVERS_KNOWN_SS" x=50 y=20 width=378 height=460 draggable=true fadeout="0.3" fadein="0.3" priority="SCENE_INGAME" backoutkey=false
OnRemove=UIButton_Input_ScreenClose("SCREEN_MANEUVERS_KNOWN_SS") scriptloadable="true" />
<!-- Scene Title -->
<UIText text="Maneuvers Known" x=90 y=8 width=260 height=28 align=left valign=middle fontfamily="Title_Font" style="2" />
<UIIcon name="MANEUVER_KNOWN_DETAIL" img="container_book.tga" x=0 y=0 width=78 height=71 ignoreevents=true />
<!-- Close Button -->
<UIButton name="CloseButton" x=330 y=8 style="STYLE_CLOSE_BUTTON"
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_launch_bot9s,_SS)>
</UIButton>
<UIText name="CLASS_TEXT" x=28 y=68 width=140 height=24 align=left valign=middle fontfamily="Title_Font" style="1" text="Swordsage" />
<UIGrid name="MANEUVER_LEVEL_GRID" rows=1 columns=10 x=26 y=102 xPadding=8 yPadding=1 >
<UIPane height=24 width=24>
<UIButton name="MANEUVER_0" height=24 width=24 buttontype=radio groupid=2 groupmemberid=1
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,0_SS)>
<UIFrame state=up fill="b_s0_normal.tga" />
<UIFrame state=down fill="b_s0_hover_pressed.tga" />
<UIFrame state=focused fill="b_s0_hover.tga" />
<UIFrame state=hilited fill="b_s0_hover.tga" />
<UIFrame state=hifocus fill="b_s0_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s0_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_1" height=24 width=24 buttontype=radio groupid=2 groupmemberid=2
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,1_SS)>
<UIFrame state=up fill="b_s1_normal.tga" />
<UIFrame state=down fill="b_s1_hover_pressed.tga" />
<UIFrame state=focused fill="b_s1_hover.tga" />
<UIFrame state=hilited fill="b_s1_hover.tga" />
<UIFrame state=hifocus fill="b_s1_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s1_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_2" height=24 width=24 buttontype=radio groupid=2 groupmemberid=3
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,2_SS)>
<UIFrame state=up fill="b_s2_normal.tga" />
<UIFrame state=down fill="b_s2_hover_pressed.tga" />
<UIFrame state=focused fill="b_s2_hover.tga" />
<UIFrame state=hilited fill="b_s2_hover.tga" />
<UIFrame state=hifocus fill="b_s2_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s2_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_3" height=24 width=24 buttontype=radio groupid=2 groupmemberid=4
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,3_SS)>
<UIFrame state=up fill="b_s3_normal.tga" />
<UIFrame state=down fill="b_s3_hover_pressed.tga" />
<UIFrame state=focused fill="b_s3_hover.tga" />
<UIFrame state=hilited fill="b_s3_hover.tga" />
<UIFrame state=hifocus fill="b_s3_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s3_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_4" height=24 width=24 buttontype=radio groupid=2 groupmemberid=5
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,4_SS)>
<UIFrame state=up fill="b_s4_normal.tga" />
<UIFrame state=down fill="b_s4_hover_pressed.tga" />
<UIFrame state=focused fill="b_s4_hover.tga" />
<UIFrame state=hilited fill="b_s4_hover.tga" />
<UIFrame state=hifocus fill="b_s4_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s4_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_5" height=24 width=24 buttontype=radio groupid=2 groupmemberid=6
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,5_SS)>
<UIFrame state=up fill="b_s5_normal.tga" />
<UIFrame state=down fill="b_s5_hover_pressed.tga" />
<UIFrame state=focused fill="b_s5_hover.tga" />
<UIFrame state=hilited fill="b_s5_hover.tga" />
<UIFrame state=hifocus fill="b_s5_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s5_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_6" height=24 width=24 buttontype=radio groupid=2 groupmemberid=7
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,6_SS)>
<UIFrame state=up fill="b_s6_normal.tga" />
<UIFrame state=down fill="b_s6_hover_pressed.tga" />
<UIFrame state=focused fill="b_s6_hover.tga" />
<UIFrame state=hilited fill="b_s6_hover.tga" />
<UIFrame state=hifocus fill="b_s6_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s6_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_7" height=24 width=24 buttontype=radio groupid=2 groupmemberid=8
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,7_SS)>
<UIFrame state=up fill="b_s7_normal.tga" />
<UIFrame state=down fill="b_s7_hover_pressed.tga" />
<UIFrame state=focused fill="b_s7_hover.tga" />
<UIFrame state=hilited fill="b_s7_hover.tga" />
<UIFrame state=hifocus fill="b_s7_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s7_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_8" height=24 width=24 buttontype=radio groupid=2 groupmemberid=9
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,8_SS)>
<UIFrame state=up fill="b_s8_normal.tga" />
<UIFrame state=down fill="b_s8_hover_pressed.tga" />
<UIFrame state=focused fill="b_s8_hover.tga" />
<UIFrame state=hilited fill="b_s8_hover.tga" />
<UIFrame state=hifocus fill="b_s8_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s8_disabled.tga" />
</UIButton>
</UIPane>
<UIPane height=24 width=24>
<UIButton name="MANEUVER_9" height=24 width=24 buttontype=radio groupid=2 groupmemberid=10
OnSelected=UIObject_Misc_ExecuteServerScript(gui_setmaneuverlevel,9_SS)>
<UIFrame state=up fill="b_s9_normal.tga" />
<UIFrame state=down fill="b_s9_hover_pressed.tga" />
<UIFrame state=focused fill="b_s9_hover.tga" />
<UIFrame state=hilited fill="b_s9_hover.tga" />
<UIFrame state=hifocus fill="b_s9_hover_pressed.tga" />
<UIFrame state=disabled fill="b_s9_disabled.tga" />
</UIButton>
</UIPane>
</UIGrid>
<!-- Stances -->
<UIListbox name="STANCE_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="STANCE_LISTBOX_ITEM" x=20 y=15 width=300 height=40 prototype=true >
<UIButton name="STANCE_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add"
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="STANCE_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="STANCE_TEXTFIELD" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level One -->
<UIListbox name="LEVEL1_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL1_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL1_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL1_LIST,1_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL1_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L1" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level Two -->
<UIListbox name="LEVEL2_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL2_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL2_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL2_LIST,2_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL2_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L2" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level Three -->
<UIListbox name="LEVEL3_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL3_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL3_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL3_LIST,3_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL3_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L3" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level Four -->
<UIListbox name="LEVEL4_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL4_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL4_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL4_LIST,4_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL4_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L4" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level Five -->
<UIListbox name="LEVEL5_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL5_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL5_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL5_LIST,5_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL5_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L5" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level Six -->
<UIListbox name="LEVEL6_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL6_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL6_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL6_LIST,6_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL6_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L6" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level Seven -->
<UIListbox name="LEVEL7_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL7_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL7_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL7_LIST,7_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL7_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L7" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level Eight -->
<UIListbox name="LEVEL8_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL8_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL8_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL8_LIST,8_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL8_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L8" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Level Nine -->
<UIListbox name="LEVEL9_LIST" x=33 y=162 width=335 height=292 yPadding=1 selectonleftclick=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64>
<UIPane name="LEVEL9_LISTBOX_ITEM" x=20 y=15 width=300 height=40 tupple=true prototype=true MouseDownSFX="gui_quick_add" MouseUpSFX="gui_quick_add">
<UIButton name="LEVEL9_ITEM_ICON" x=0 y=0 draggable=false width=40 height=40 prototype=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_level_row,listboxrow:LEVEL9_LIST,9_SS)
hotbartype="HOTBAR_NONE" >
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<UIButton name="LEVEL9_ITEM_TEXT" x=42 y=1 width=256 height=40 prototype=true hotbartype="HOTBAR_NONE" >
<UIText name="TEXTFIELD_L9" indent=5 align=left valign=middle fontfamily="Body_Font" style=3 prototype=true />
<UIFrame state=up fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=down fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=focused fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hilited fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=hifocus fill="spellbook_spell_slot_bg.tga" />
<UIFrame state=disabled fill="spellbook_spell_slot_bg.tga" />
</UIButton>
</UIPane>
<UIScrollBar name="SB" style="STYLE_SB_THIN"></UIScrollBar>
</UIListbox>
<!-- Background Image -->
<UIIcon name="SPELL_KNOWN_TOP" img="martial_top.tga" x=10 y=8 width=359 height=155 />
<UIIcon name="SPELL_KNOWN_BOTTOM" img="swordsage_paper.tga" x=9 y=163 width=360 height=288 />
<UIFrame x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT topleft="frame1_tl.tga" topright="frame1_tr.tga" bottomleft="frame1_bl.tga"
bottomright="frame1_BR.tga" top="frame1_t.tga" bottom="frame1_b.tga"
left="frame1_l.tga" right="frame1_r.tga" border=32 />
Code:
<?xml version="1.0" encoding="utf-8"?>
<!--
This xml file is used to display all of the READIED maneuvers that
the selected character currently has available.
-->
<UIScene name="SCREEN_MANUEVERS_READIED_SS" x=425 y=20 width=354 height=460 draggable=true fadeout="0.3" fadein="0.3" priority="SCENE_INGAME" scriptloadable="true" />
<!-- Scene Title -->
<UIText text="Maneuvers Readied" x=90 y=8 width=260 height=28 align=left valign=middle fontfamily="Title_Font" style="2" />
<UIIcon name="MANEUVERS_READIED_DETAIL" img="char_icon.tga" x=0 y=0 width=78 height=71 ignoreevents=true />
<!-- Close Button -->
<UIButton name="CloseButton" x=315 y=8 style="STYLE_CLOSE_BUTTON"
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_launch_bot9s,_SS)>
</UIButton>
<!-- *** READIED MANEUVER LIST *** -->
<UIListbox name="READIED_17" x=27 y=77 width=42 height=42 selectonleftclick=false hidden=true disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_17" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_17" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_1" x=69 y=77 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_1" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_1" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_2" x=112 y=77 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_2" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_2" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_3" x=27 y=120 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_3" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_3" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_4" x=69 y=120 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_4" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_4" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_5" x=112 y=120 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_5" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_5" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_6" x=27 y=162 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_6" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_6" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_7" x=69 y=162 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_7" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_7" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_8" x=112 y=162 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_8" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_8" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_9" x=27 y=204 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_9" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_9" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_10" x=69 y=204 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_10" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_10" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_11" x=112 y=204 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_11" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_11" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_12" x=27 y=246 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_12" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_12" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_13" x=69 y=246 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_13" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_13" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_14" x=112 y=246 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_14" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_14" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_15" x=27 y=288 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_15" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_15" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="READIED_16" x=69 y=288 width=42 height=42 selectonleftclick=false hidden=false disabled=true
showpartialchild=true scrollbaronright=true unequalcontrols=true scrollsegmentsize=64 >
<UIPane name="RED_PANE_16" x=0 y=0 width=40 height=40 tupple=true MouseDownSFX="gui_spell_erase" MouseUpSFX="gui_spell_erase"
OnLeftClick0=UIObject_Misc_ExtractData("self:","string",7,local:7)
OnLeftClick1=UIObject_Misc_ExecuteServerScript("gui_enable_box",local:7)
OnLeftClick2=UIObject_Misc_ExecuteServerScript(gui_remove,local:7)>
<UIButton name="RED_16" height=40 width=40 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="mem_spell_slot.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
</UIPane>
</UIListbox>
<!-- Background Image -->
<UIIcon name="MANEUVER_KNOWN_BG" img="swordsage_bg.tga" x=9 y=8 width=336 height=443 />
<UIFrame x=0 y=0 width=PARENT_WIDTH height=PARENT_HEIGHT topleft="frame1_tl.tga" topright="frame1_tr.tga" bottomleft="frame1_bl.tga"
bottomright="frame1_BR.tga" top="frame1_t.tga" bottom="frame1_b.tga"
left="frame1_l.tga" right="frame1_r.tga" border=32 />
Code:
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_launch_bot9s,_SS) OnLeftClick0=UIObject_Misc_ExecuteServerScript(gui_add_level,SS) Code:
///////////////////////////////////////////////
// Author: Drammel //
// Date: 1/7/2009 //
// Title: gui_launch_bot9s //
// Description: Launch the Martial Adept Menu//
///////////////////////////////////////////////
void main(string sClass)
{
object oPC = OBJECT_SELF;
string sScreenKnown;
string sScreenReadied;
if (sClass == "___")
{
sScreenKnown = "SCREEN_MANEUVERS_KNOWN";
}
else sScreenKnown = "SCREEN_MANEUVERS_KNOWN" + sClass;
if (sClass == "___")
{
sScreenReadied = "SCREEN_MANEUVERS_READIED";
}
else sScreenReadied = "SCREEN_MANEUVERS_READIED" + sClass;
string sKnown;
string sReadied;
if (sClass == "_CR")
{
sKnown = "maneuvers_known_cr.xml";
}
else if (sClass == "_SA")
{
sKnown = "maneuvers_known_sa.xml";
}
else if (sClass == "_SS")
{
sKnown = "maneuvers_known_ss.xml";
}
else if (sClass == "_WB")
{
sKnown = "maneuvers_known_wb.xml";
}
else sKnown = "maneuvers_known.xml";
if (sClass == "_CR")
{
sReadied = "maneuvers_readied_cr.xml";
}
else if (sClass == "_SA")
{
sReadied = "maneuvers_readied_sa.xml";
}
else if (sClass == "_SS")
{
sReadied = "maneuvers_readied_ss.xml";
}
else if (sClass == "_WB")
{
sReadied = "maneuvers_readied_wb.xml";
}
else sReadied = "maneuvers_readied.xml";
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetIsObjectValid(oMartialJournal))
{
if (GetLocalInt(oMartialJournal, "Is9SMenuActive" + sClass) == 0)
{
SetLocalInt(oMartialJournal, "Is9SMenuActive" + sClass, 1);
DisplayGuiScreen(oPC, sScreenKnown, FALSE, sKnown);
DisplayGuiScreen(oPC, sScreenReadied, FALSE, sReadied);
}
else
{
SetLocalInt(oMartialJournal, "Is9SMenuActive" + sClass, 0);
CloseGUIScreen(oPC, sScreenKnown);
CloseGUIScreen(oPC, sScreenReadied);
}
}
else SendMessageToPC(oPC, "<color=red>You must activate the training feat for your class before you can open the Martial Adept Menu.</color>");
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 4/5/2009 //
// Title: gui_add_level //
// Description: Checks oMartialJournal for //
// maneuvers and populates them in the //
// appropriate listbox for their level. //
// Also sets variables to be used later by //
// Maneuvers Readied and Quickstrike. //
//////////////////////////////////////////////
#include "bot9s_inc_index"
#include "bot9s_inc_constants"
void main(string sClassType)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
int nManeuvers = GetNumberOfItemsInInventory(oMartialJournal);
object oManeuver;
int i, v;
int nClassType;
if (sClassType == "CR") // pulled off the second parameter of the gui
{
nClassType = CLASS_TYPE_CRUSADER;
}
else if (sClassType == "SA")
{
nClassType = CLASS_TYPE_SAINT;
}
else if (sClassType == "SS")
{
nClassType = CLASS_TYPE_SWORDSAGE;
}
else if (sClassType == "WB")
{
nClassType = CLASS_TYPE_WARBLADE;
}
else nClassType = CLASS_TYPE_INVALID;
if ((HasItemByTag(oPC, sMartialJournal)) && (GetLocalInt(oMartialJournal, "NewLevel" + sClassType) == 0))
{ // Only run this loop when there's a reason to. Reset NewLevel to 0 on LevelUp.
SetLocalInt(oMartialJournal, "NewLevel" + sClassType, 1);
oManeuver = GetFirstItemInInventory(oMartialJournal);
i = 1; // counts rows per level
v = 0; // counts items in oMartialJournal to prevent an infinite loop
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 0)
{
PopulateBot9sMenu(oPC, oManeuver, 0, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 0)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{//set in PopulateBot9sMenu to correctly assign row numbers to the listboxes
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
// reset values for the next loop
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 1)
{
PopulateBot9sMenu(oPC, oManeuver, 1, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 1)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 2)
{
PopulateBot9sMenu(oPC, oManeuver, 2, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 2)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 3)
{
PopulateBot9sMenu(oPC, oManeuver, 3, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 3)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 4)
{
PopulateBot9sMenu(oPC, oManeuver, 4, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 4)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 5)
{
PopulateBot9sMenu(oPC, oManeuver, 5, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 5)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 6)
{
PopulateBot9sMenu(oPC, oManeuver, 6, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 6)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 7)
{
PopulateBot9sMenu(oPC, oManeuver, 7, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 7)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 8)
{
PopulateBot9sMenu(oPC, oManeuver, 8, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 8)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
i = 1;
v = 0;
oManeuver = GetFirstItemInInventory(oMartialJournal);
while (v < nManeuvers + 1)
{
if (GetLocalInt(oManeuver, "Level") == 9)
{
PopulateBot9sMenu(oPC, oManeuver, 9, i, nClassType);
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
else if (GetLocalInt(oManeuver, "Level") != 9)
{
oManeuver = GetNextItemInInventory(oMartialJournal);
v++;
}
if (GetLocalInt(oMartialJournal, "CheckI") == 2)
{
i++;
SetLocalInt(oMartialJournal, "CheckI", 1);
}
}
}
}
|
|
#5
|
||||
|
||||
|
That will add maneuvers with their names and icons to the Maneuvers Known Screen, based upon the data set into the item when it was created in the toolset. Class data is actually added in the debug script. This next script adds them to Maneuvers Readied:
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 4/10/2009 //
// Title: gui_level_row //
// Description: Adds Maneuvers to the //
// Maneuvers Readied Screen based on the //
// level and row of the calling listbox. //
//////////////////////////////////////////////
#include "bot9s_inc_index"
void main(string sRow, string sData)
{
object oPC = OBJECT_SELF;
int nLevel = StringToInt(GetStringLeft(sData, 1));
string sClass = GetStringRight(sData, 3);
int nRed = GetRedNumber(sClass);
AddLevelRow(oPC, nLevel, (StringToInt(sRow) + 1), nRed, sClass);
}
Code:
//////////////////////////////////////////
// Author: Drammel //
// Date: 4/6/2009 //
// Title: gui_remove //
// Description: Removes a maneuver from//
// the Readied Maneuvers screen. //
//////////////////////////////////////////
#include "bot9s_inc_index"
void main(string sNumber)
{
object oPC = OBJECT_SELF;
string sClass = GetSubString(sNumber, 2, 3);
string sScreen;
if (sClass == "___")
{
sScreen = "SCREEN_MANEUVERS_READIED";
}
else sScreen = "SCREEN_MANEUVERS_READIED" + sClass;
string sRed = GetSubString(sNumber, 1, 1);
string sBox = "READIED_" + sRed;
string sTextures = "RED_" + sRed + "=" + "mem_spell_slot.tga";
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
ModifyListBoxRow(oPC, sScreen, sBox, "RED_PANE_" + sRed, "", sTextures, "", "");
SetGUIObjectDisabled(oPC, sScreen, sBox, TRUE);
RemoveManeuver(StringToInt(sRed), sClass);
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 1/31/2009 //
// Title: gui_enable_box //
// Description: Removes disabled status to //
// specific listboxes to prevent duplicate //
// instances of maneuvers in the Maneuvers //
// Readied Screen. //
//////////////////////////////////////////////
void main(string sIdent)
{
//sIdent = local:7 on the gui
object oPC = OBJECT_SELF;
string sLevel = GetStringLeft(sIdent, 1);
string sRow = GetStringRight(sIdent, 1);
string sClass = GetSubString(sIdent, 2, 3);
string sScreen;
if (sClass == "___")
{
sScreen = "SCREEN_MANEUVERS_KNOWN";
}
else sScreen = "SCREEN_MANEUVERS_KNOWN" + sClass;
SetGUIObjectDisabled(oPC, sScreen, "LEVEL" + sLevel + "_LISTBOX_ITEM" + sRow, FALSE);
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 4/7/2009 //
// Title: gui_setmaneuverlevel //
// Description: Sets the level of maneuver //
// displayed in Maneuvers Known. //
//////////////////////////////////////////////
void main(string sData)
{
object oPC = OBJECT_SELF;
string sLevel = GetStringLeft(sData, 1);
string sClass = GetStringRight(sData, 3);
string sScreen;
if (sClass == "___")
{
sScreen = "SCREEN_MANEUVERS_KNOWN";
}
else sScreen = "SCREEN_MANEUVERS_KNOWN" + sClass;
string sStanceListBox = "STANCE_LIST";
string sListBoxL1 = "LEVEL1_LIST";
string sListBoxL2 = "LEVEL2_LIST";
string sListBoxL3 = "LEVEL3_LIST";
string sListBoxL4 = "LEVEL4_LIST";
string sListBoxL5 = "LEVEL5_LIST";
string sListBoxL6 = "LEVEL6_LIST";
string sListBoxL7 = "LEVEL7_LIST";
string sListBoxL8 = "LEVEL8_LIST";
string sListBoxL9 = "LEVEL9_LIST";
if (sLevel == "0")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "1")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "2")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "3")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "4")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "5")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "6")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "7")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "8")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, FALSE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, TRUE);
}
else if (sLevel == "9")
{
SetGUIObjectHidden(oPC, sScreen, sStanceListBox, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL1, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL2, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL3, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL4, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL5, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL6, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL7, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL8, TRUE);
SetGUIObjectHidden(oPC, sScreen, sListBoxL9, FALSE);
}
}
|
|
#6
|
||||
|
||||
|
The Quickstrike menu. It's xml is:
Code:
<?xml version="1.0" encoding="NWN2UI">
<!-- Quickstrike Menu -->
<UIScene name="SCREEN_QUICK_STRIKE_SS" x=5 y=210 width=355 height=280 fadeout="0.2" fadein="0.2" backoutkey=false
priority="SCENE_INGAME" draggable=true dragregion_x=0 dragregion_y=0 dragregion_width=264 dragregion_height=24 scriptloadable="true" />
<UIPane name="QSTITLE_PANE" x=0 y=0 width=264 height=24 capturemouseclicks=false>
<UIText x=10 y=2 text="Quickstrike" width=230 height=20 align=left valign=middle fontfamily="Title_Font" style="1" multiline=false />
<UIFrame x=0 y=0 width=264 height=PARENT_HEIGHT topleft="tp_frame_tl.tga" topright="tp_frame_tr.tga" bottomleft="tp_frame_bl.tga"
bottomright="tp_frame_BR.tga" top="tp_frame_t.tga" bottom="tp_frame_b.tga"
left="tp_frame_l.tga" right="tp_frame_r.tga" fillstyle="stretch" fill="tp_frame_bg.tga"
border=5 />
</UIPane>
<UIButton name="FANCY_CLOSE_BUTTON" x=264 y=0 width=24 height=24 MouseUpSFX="gui_check"
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_quickstrike,_SS)>
<UIFrame state=base fill="b_close_normal.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay.tga" />
<UIFrame state=focused fill="b_empty.tga" />
<UIFrame state=hilited fill="b_empty.tga" />
<UIFrame state=hifocus fill="b_overlay.tga" />
<UIFrame state=disabled fill="b_empty.tga" />
</UIButton>
<!-- Martial Feat Listboxes -->
<UIListbox name="MARTIAL_FEAT_ONE" x=0 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_1" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_run_charge","target:object")>
<UIButton name="F1" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_TWO" x=33 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_2" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,2__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F2" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_THREE" x=66 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_3" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,3__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F3" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_FOUR" x=99 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_4" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,4__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F4" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_FIVE" x=132 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_5" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,5__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F5" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_SIX" x=165 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_6" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,6__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F6" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_SEVEN" x=198 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_7" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,7__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F7" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_EIGHT" x=231 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_8" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,8__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F8" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_NINE" x=264 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_9" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,9__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F9" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_TEN" x=297 y=24 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_10" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,10_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F10" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_ELEVEN" x=0 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_11" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,11_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F11" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_TWELVE" x=33 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_12" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,12_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F12" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_THRITEEN" x=66 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_13" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,13_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F13" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_FOURTEEN" x=99 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_14" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,14_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F14" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_FIFTEEN" x=132 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_15" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,15_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F15" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_SIXTEEN" x=165 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_16" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,16_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F16" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_SEVENTEEN" x=198 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_17" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,17_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F17" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_EIGHTEEN" x=231 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_18" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,18_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F18" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_NINETEEN" x=264 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_19" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,19_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F19" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="MARTIAL_FEAT_TWENTY" x=297 y=57 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="MARTIAL_FEAT_20" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,20_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_sf","target:object")>
<UIButton name="F20" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<!-- Masks-- Drammel's Note: Must be placed before the maneuver boxes or these will not be selectable.-->
<UIListbox name="STRIKE_ONE_MASK" x=25 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_1_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_ONE)>
<UIButton name="STR1_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_TWO_MASK" x=58 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_2_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_TWO)>
<UIButton name="STR2_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_THREE_MASK" x=91 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_3_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_THREE)>
<UIButton name="STR3_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_FOUR_MASK" x=124 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_4_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_FOUR)>
<UIButton name="STR4_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_FIVE_MASK" x=157 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_5_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_FIVE)>
<UIButton name="STR5_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_SIX_MASK" x=190 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_6_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_SIX)>
<UIButton name="STR6" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_SEVEN_MASK" x=223 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_7_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_SEVEN)>
<UIButton name="STR7_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_EIGHT_MASK" x=256 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_8_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_EIGHT)>
<UIButton name="STR8_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_NINE_MASK" x=289 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_9_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_NINE)>
<UIButton name="STR9_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_TEN_MASK" x=322 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_10_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_TEN)>
<UIButton name="STR10_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_ELEVEN_MASK" x=25 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_11_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_ELEVEN)>
<UIButton name="STR11_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_TWELVE_MASK" x=58 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_12_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_TWELVE)>
<UIButton name="STR12_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_THRITEEN_MASK" x=91 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_13_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_THRITEEN)>
<UIButton name="STR13_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_FOURTEEN_MASK" x=124 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_14_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_FOURTEEN)>
<UIButton name="STR14_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_FIFTEEN_MASK" x=157 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_15_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_FIFTEEN)>
<UIButton name="STR15_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_SIXTEEN_MASK" x=190 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_16_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_SIXTEEN)>
<UIButton name="STR16_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_SEVENTEEN_MASK" x=223 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_17_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_SEVENTEEN)>
<UIButton name="STR17_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_EIGHTEEN_MASK" x=256 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_18_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_EIGHTEEN)>
<UIButton name="STR18_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_NINETEEN_MASK" x=289 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_19_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_NINETEEN)>
<UIButton name="STR19_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_TWENTY_MASK" x=322 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="STRIKE_20_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_TWENTY)>
<UIButton name="STR20_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_ONE_MASK" x=25 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_1_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_ONE)>
<UIButton name="B1" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_TWO_MASK" x=58 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_2_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_TWO)>
<UIButton name="B2_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_THREE_MASK" x=91 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_3_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_THREE)>
<UIButton name="B3_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_FOUR_MASK" x=124 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_4_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_FOUR)>
<UIButton name="B4_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_FIVE_MASK" x=157 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_5_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_FIVE)>
<UIButton name="B5_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_SIX_MASK" x=190 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_6_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_SIX)>
<UIButton name="B6_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_SEVEN_MASK" x=223 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_7_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_SEVEN)>
<UIButton name="B7_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_EIGHT_MASK" x=256 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_8_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_EIGHT)>
<UIButton name="B8_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_NINE_MASK" x=289 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_9_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_NINE)>
<UIButton name="B9_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_TEN_MASK" x=322 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="BOOST_10_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,BOOST_TEN)>
<UIButton name="B10_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_ONE_MASK" x=25 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_1_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_ONE)>
<UIButton name="C1_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_TWO_MASK" x=58 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_2_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_TWO)>
<UIButton name="C2_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_THREE_MASK" x=91 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_3_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_THREE)>
<UIButton name="C3_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_FOUR_MASK" x=124 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_4_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_FOUR)>
<UIButton name="C4_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_FIVE_MASK" x=157 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_5_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_FIVE)>
<UIButton name="C5_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_SIX_MASK" x=190 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_6_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_SIX)>
<UIButton name="C6_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_SEVEN_MASK" x=223 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_7_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_SEVEN)>
<UIButton name="C7_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_EIGHT_MASK" x=256 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_8_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_EIGHT)>
<UIButton name="C8_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_NINE_MASK" x=289 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_9_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_NINE)>
<UIButton name="C9_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_TEN_MASK" x=322 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true hidden=true>
<UIPane name="COUNTER_10_MASK" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,COUNTER_TEN)>
<UIButton name="C10_MASK" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_empty.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
Oops the forum is telling me my post is too long. Gotta break this into two parts.
|
|
#7
|
||||
|
||||
|
Part 2:
Code:
<!-- QuickStrike Listboxes -->
<UIListbox name="STANCE_ONE" x=25 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_1" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,1__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA1" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_TWO" x=58 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_2" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,2__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA2" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_THREE" x=91 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_3" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,3__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA3" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_FOUR" x=124 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_4" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,4__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA4" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_FIVE" x=157 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_5" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,5__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA5" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_SIX" x=190 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_6" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,6__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA6" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_SEVEN" x=223 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_7" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,7__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA7" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_EIGHT" x=256 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_8" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,8__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA8" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_NINE" x=289 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_9" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,9__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA9" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STANCE_TEN" x=322 y=111 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STANCE_10" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,10_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")>
<UIButton name="STA10" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_ONE" x=25 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_1" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,1__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR1" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_TWO" x=58 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_2" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,2__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR2" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_THREE" x=91 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_3" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,3__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR3" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_FOUR" x=124 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_4" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,4__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR4" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_FIVE" x=157 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_5" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,5__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR5" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_SIX" x=190 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_6" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,6__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR6" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_SEVEN" x=223 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_7" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,7__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR7" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_EIGHT" x=256 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_8" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,8__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR8" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_NINE" x=289 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_9" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,9__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR9" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_TEN" x=322 y=210 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_10" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,10_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR10" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_ELEVEN" x=25 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_11" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,11_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR11" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_TWELVE" x=58 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_12" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,12_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR12" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_THRITEEN" x=91 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_13" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,13_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR13" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_FOURTEEN" x=124 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_14" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,14_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR14" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_FIFTEEN" x=157 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_15" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,15_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR15" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_SIXTEEN" x=190 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_16" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,16_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR16" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_SEVENTEEN" x=223 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_17" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,17_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR17" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_EIGHTEEN" x=256 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_18" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,18_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR18" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_NINETEEN" x=289 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_19" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,19_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR19" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="STRIKE_TWENTY" x=322 y=243 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="STRIKE_20" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,20_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_strike","target:object")>
<UIButton name="STR20" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_ONE" x=25 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_1" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,1__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B1" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_TWO" x=58 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_2" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,2__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B2" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_THREE" x=91 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_3" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,3__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B3" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_FOUR" x=124 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_4" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,4__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B4" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_FIVE" x=157 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_5" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,5__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B5" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_SIX" x=190 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_6" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,6__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B6" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_SEVEN" x=223 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_7" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,7__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B7" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_EIGHT" x=256 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_8" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,8__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B8" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_NINE" x=289 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_9" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,9__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B9" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="BOOST_TEN" x=322 y=144 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="BOOST_10" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,10_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_boost","target:object")>
<UIButton name="B10" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_ONE" x=25 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_1" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,1__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C1" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_TWO" x=58 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_2" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,2__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C2" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_THREE" x=91 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_3" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,3__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C3" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_FOUR" x=124 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_4" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,4__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C4" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_FIVE" x=157 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_5" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,5__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C5" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
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<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_SIX" x=190 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_6" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,6__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C6" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
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<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_SEVEN" x=223 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_7" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,7__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C7" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
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<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_EIGHT" x=256 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_8" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,8__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C8" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
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<UIFrame state=focused fill="b_overlay_active.tga" />
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<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<UIListbox name="COUNTER_NINE" x=289 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_9" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,9__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C9" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
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<UIFrame state=focused fill="b_overlay_active.tga" />
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<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
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<UIListbox name="COUNTER_TEN" x=322 y=177 width=32 height=32 selectonleftclick=false showpartialchild=true>
<UIPane name="COUNTER_10" x=0 y=0 width=32 height=32 tupple=true
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,10_SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_counter","target:object")>
<UIButton name="C10" x=0 y=0 height=32 width=32 draggable=false hotbartype="HOTBAR_NONE">
<UIFrame state=base fill="b_emptyframe.tga" />
<UIFrame state=up fill="b_empty.tga" />
<UIFrame state=down fill="b_overlay_active.tga" />
<UIFrame state=focused fill="b_overlay_active.tga" />
<UIFrame state=hilited fill="b_overlay.tga" />
<UIFrame state=hifocus fill="b_overlay_active.tga" />
<UIFrame state=disabled fill="b_emptyframe.tga" />
</UIButton>
</UIPane>
</UIListbox>
<!-- Headers -->
<UIListbox name="QS_MANEUVER_LISTBOX" x=0 y=90 yPadding=0 xPadding=0 showpartialchild=true width=329 height=22
unequalcontrols=true scrollsegmentsize=24 hidescrollbarwhennotneeded=true scrollbaronright=false capturemouseclicks=false>
<UICollapsable name="CLASSY_COL" x=0 y=0 width=290 height=22 yPadding=0 xPadding=0 indent=0 isexpanded=true collapselock=true>
<UIButton name="HEADER_BUTTON" x=0 y=0 width=290 height=22 text="Swordsage" header=true >
<UIText x=30 y=0 align=left valign=middle fontfamily="Title_Font" style="1" indent=20 multiline=false />
<UIFrame state=up fill="b_feat_hover_pressed.tga" />
<UIFrame state=down fill="b_feat_hover_pressed.tga" />
<UIFrame state=hilited fill="b_feat_hover_pressed.tga" />
<UIFrame state=focused fill="b_feat_hover_pressed.tga" />
<UIFrame state=hifocus fill="b_feat_hover_pressed.tga" />
<UIFrame state=disabled fill="b_feat_hover_pressed.tga" />
<UIFrame state=header fill="b_feat_normal.tga" />
<UIFrame state=hiheader fill="b_feat_normal.tga" />
<UIFrame state=downheader fill="b_feat_normal.tga" />
</UIButton>
</UICollapsable>
</UIListbox>
<UIListbox name="QS_TYPE" x=0 y=111 height=132 width=24 hidescrollbarwhennotneeded=true capturemouseclicks=false>
<UICollapsable name="MARTIAL_TYPE_COL" x=0 y=1 height=132 width=24 yPadding=0 xPadding=0
isexpanded=true collapselock=true expandhorizontal=true capturemouseclicks=false >
<UIPane name="MANEUVER_TYPE" x=0 y=0 height=132 width=24 capturemouseclicks=false>
<UIButton name="HEADER_TYPE_1" x=0 y=0 height=32 width=24 text="*" header=true
OnToolTip=UIObject_Tooltip_DisplayTooltipStringRef(280032,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2")>
<UIText align=center valign=middle fontfamily="Default" style="2" color="gold" />
<UIFrame state=base fill="qs_snumber.tga" />
<UIFrame state=up fill="qs_snumber.tga" />
<UIFrame state=down fill="qs_snumber.tga" />
<UIFrame state=focused fill="qs_snumber.tga" />
<UIFrame state=hilited fill="qs_snumber.tga" />
<UIFrame state=hifocus fill="qs_snumber.tga" />
<UIFrame state=disabled fill="qs_snumber.tga" />
</UIButton>
<UIButton name="HEADER_TYPE_2" x=0 y=33 height=32 width=24 text="B" header=true
OnToolTip=UIObject_Tooltip_DisplayTooltipStringRef(280035,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2")>
<UIText align=center valign=middle fontfamily="Default" style="2" color="gold" />
<UIFrame state=base fill="qs_snumber.tga" />
<UIFrame state=up fill="qs_snumber.tga" />
<UIFrame state=down fill="qs_snumber.tga" />
<UIFrame state=focused fill="qs_snumber.tga" />
<UIFrame state=hilited fill="qs_snumber.tga" />
<UIFrame state=hifocus fill="qs_snumber.tga" />
<UIFrame state=disabled fill="qs_snumber.tga" />
</UIButton>
<UIButton name="HEADER_TYPE_3" x=0 y=66 height=32 width=24 text="C" header=true
OnToolTip=UIObject_Tooltip_DisplayTooltipStringRef(280037,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2")>
<UIText align=center valign=middle fontfamily="Default" style="2" color="gold" />
<UIFrame state=base fill="qs_snumber.tga" />
<UIFrame state=up fill="qs_snumber.tga" />
<UIFrame state=down fill="qs_snumber.tga" />
<UIFrame state=focused fill="qs_snumber.tga" />
<UIFrame state=hilited fill="qs_snumber.tga" />
<UIFrame state=hifocus fill="qs_snumber.tga" />
<UIFrame state=disabled fill="qs_snumber.tga" />
</UIButton>
<UIButton name="HEADER_TYPE_4" x=0 y=99 height=32 width=24 text="S" header=true
OnToolTip=UIObject_Tooltip_DisplayTooltipStringRef(280034,"OBJECT_X","OBJECT_Y","SCREEN_TOOLTIP_2")>
<UIText align=center valign=middle fontfamily="Default" style="2" color="gold" />
<UIFrame state=base fill="qs_snumber.tga" />
<UIFrame state=up fill="qs_snumber.tga" />
<UIFrame state=down fill="qs_snumber.tga" />
<UIFrame state=focused fill="qs_snumber.tga" />
<UIFrame state=hilited fill="qs_snumber.tga" />
<UIFrame state=hifocus fill="qs_snumber.tga" />
<UIFrame state=disabled fill="qs_snumber.tga" />
</UIButton>
</UIPane>
</UICollapsable>
</UIListbox>
|
|
#8
|
||||
|
||||
|
Out of all of that mess there are really just three lines that matter.
Code:
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_recovery,_SS,STRIKE_TWO) Code:
//////////////////////////////////////////////////
// Author: Drammel //
// Date: 4/21/2009 //
// Title: gui_mask //
// Description: Activates the Swordsage mask //
// buttons for maneuver recovery. //
//////////////////////////////////////////////////
#include "bot9s_inc_targeting"
void main()
{
object oPC = OBJECT_SELF;
string sScreen = "SCREEN_MARTIAL_MENU_SS";
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
SetGUIObjectDisabled(oPC, sScreen, "RECOVERY_IMAGE", TRUE);
DelayCommand(6.0f, SetGUIObjectDisabled(oPC, sScreen, "RECOVERY_IMAGE", FALSE));
ToggleMasks(FALSE);
}
Code:
//////////////////////////////////////////////////
// Author: Drammel //
// Date: 4/21/2009 //
// Title: gui_recovery //
// Description: Activates a maneuver that has //
// been disabled via mask buttons. //
//////////////////////////////////////////////////
#include "bot9s_inc_targeting"
void main(string sClass, string sListBox)
{
object oPC = OBJECT_SELF;
string sScreen;
if (sClass == "___")
{
sScreen = "SCREEN_QUICK_STRIKE";
}
else sScreen = "SCREEN_QUICK_STRIKE" + sClass;
SetGUIObjectDisabled(oPC, sScreen, sListBox, FALSE);
ToggleMasks(TRUE);
}
Code:
OnLeftClick=UIObject_Misc_ExecuteServerScript(gui_black_box,6__SS)
OnLeftClick0=UIObject_Input_ActionTargetScript("creature",29,31,0,"TRUE","gui_execute_stance","target:object")
Code:
//////////////////////////////////////////////////
// Author: Drammel //
// Date: 4/10/2009 //
// Title: gui_black_box //
// Description: Records the number and class of//
// a button activated in one of the Quickstrike//
// menus. //
//////////////////////////////////////////////////
void main(string sData)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
SetLocalString(oMartialJournal, "BlackBox", sData);
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 1/16/2009 //
// Title: gui_quickstrike //
// Description: Opens the Quickstrike menu //
// from the Martial Adept bar. //
//////////////////////////////////////////////
#include "bot9s_inc_constants"
#include "bot9s_inc_index"
void main(string sData)
{
object oPC = OBJECT_SELF;
string sClass = GetStringRight(sData, 3);
string sScreen;
if (sClass != "___")
{
sScreen = "SCREEN_QUICK_STRIKE" + sClass;
}
else sScreen = "SCREEN_QUICK_STRIKE";
string sXml;
if (sClass == "_CR")
{
sXml = "quickstrike_cr.xml";
}
else if (sClass == "_SA")
{
sXml = "quickstrike_sa.xml";
}
else if (sClass == "_SS")
{
sXml = "quickstrike_ss.xml";
}
else if (sClass == "_WB")
{
sXml = "quickstrike_wb.xml";
}
else sXml = "quickstrike.xml";
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetIsObjectValid(oMartialJournal))
{
SetLocalInt(oMartialJournal, "BlueBoxF1" + sClass, 211);
string sFeatBox;
if (GetHasFeat(FEAT_AVENGING_STRIKE) && GetLocalInt(oMartialJournal, "AvStrikeAdded") == 0)
{
sFeatBox = GetSwiftFeat(sClass);
SetLocalInt(oMartialJournal, sFeatBox, 213);
SetLocalInt(oMartialJournal, "AvStrikeAdded", 1);
}
if (GetHasFeat(FEAT_DIVINE_SPIRIT) && GetLocalInt(oMartialJournal, "DivSpiritAdded") == 0)
{
sFeatBox = GetSwiftFeat(sClass);
SetLocalInt(oMartialJournal, sFeatBox, 214);
SetLocalInt(oMartialJournal, "DivSpiritAdded", 1);
}
if (GetHasFeat(FEAT_SONG_OF_THE_WHITE_RAVEN) && GetLocalInt(oMartialJournal, "SotWRAdded") == 0)
{
sFeatBox = GetSwiftFeat(sClass);
SetLocalInt(oMartialJournal, sFeatBox, 215);
SetLocalInt(oMartialJournal, "SotWRAdded", 1);
}
if (GetHasFeat(FEAT_SNAP_KICK) && GetLocalInt(oMartialJournal, "SnapKickAdded") == 0)
{
sFeatBox = GetSwiftFeat(sClass);
SetLocalInt(oMartialJournal, sFeatBox, 216);
SetLocalInt(oMartialJournal, "SnapKickAdded", 1);
}
if (GetHasFeat(FEAT_STONE_POWER) && GetLocalInt(oMartialJournal, "StonePowerAdded") == 0)
{
sFeatBox = GetSwiftFeat(sClass);
SetLocalInt(oMartialJournal, sFeatBox, 217);
SetLocalInt(oMartialJournal, "StonePowerAdded", 1);
}
if (GetHasFeat(FEAT_FALLING_SUN_ATTACK) && GetLocalInt(oMartialJournal, "FallingSunAdded") == 0)
{
sFeatBox = GetSwiftFeat(sClass);
SetLocalInt(oMartialJournal, sFeatBox, 218);
SetLocalInt(oMartialJournal, "FallingSunAdded", 1);
}
if (GetHasFeat(FEAT_SUDDEN_RECOVERY) && GetLocalInt(oMartialJournal, "SuddenRecoveryAdded") == 0)
{
sFeatBox = GetSwiftFeat(sClass);
SetLocalInt(oMartialJournal, sFeatBox, 219);
SetLocalInt(oMartialJournal, "SuddenRecoveryAdded", 1);
}
if (GetLocalInt(oMartialJournal, "IsQStrikeActive" + sClass) == 0)
{
SetLocalInt(oMartialJournal, "IsQStrikeActive" + sClass, 1);
DisplayGuiScreen(oPC, sScreen, FALSE, sXml);
}
else
{
SetLocalInt(oMartialJournal, "IsQStrikeActive" + sClass, 0);
CloseGUIScreen(oPC, sScreen);
}
}
else SendMessageToPC(oPC, "<color=red>You must activate the training feat for your class before you can open the Quickstrike Menu.</color>");
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 2/17/2009 //
// Title: gui_addqs_texture //
// Description: Adds textures to the //
// buttons on the Quickstrike menu. //
//////////////////////////////////////////////
#include "bot9s_inc_index"
void main(string sClass)
{
AddQuickstrike("STANCE_ONE", "STANCE_1", "STA", 1, sClass);
AddQuickstrike("STANCE_TWO", "STANCE_2", "STA", 2, sClass);
AddQuickstrike("STANCE_THREE", "STANCE_3", "STA", 3, sClass);
AddQuickstrike("STANCE_FOUR", "STANCE_4", "STA", 4, sClass);
AddQuickstrike("STANCE_FIVE", "STANCE_5", "STA", 5, sClass);
AddQuickstrike("STANCE_SIX", "STANCE_6", "STA", 6, sClass);
AddQuickstrike("STANCE_SEVEN", "STANCE_7", "STA", 7, sClass);
AddQuickstrike("STANCE_EIGHT", "STANCE_8", "STA", 8, sClass);
AddQuickstrike("STANCE_NINE", "STANCE_9", "STA", 9, sClass);
AddQuickstrike("STANCE_TEN", "STANCE_10", "STA", 10, sClass);
AddQuickstrike("STRIKE_ONE", "STRIKE_1", "STR", 1, sClass);
AddQuickstrike("STRIKE_TWO", "STRIKE_2", "STR", 2, sClass);
AddQuickstrike("STRIKE_THREE", "STRIKE_3", "STR", 3, sClass);
AddQuickstrike("STRIKE_FOUR", "STRIKE_4", "STR", 4, sClass);
AddQuickstrike("STRIKE_FIVE", "STRIKE_5", "STR", 5, sClass);
AddQuickstrike("STRIKE_SIX", "STRIKE_6", "STR", 6, sClass);
AddQuickstrike("STRIKE_SEVEN", "STRIKE_7", "STR", 7, sClass);
AddQuickstrike("STRIKE_EIGHT", "STRIKE_8", "STR", 8, sClass);
AddQuickstrike("STRIKE_NINE", "STRIKE_9", "STR", 9, sClass);
AddQuickstrike("STRIKE_TEN", "STRIKE_10", "STR", 10, sClass);
AddQuickstrike("STRIKE_ELEVEN", "STRIKE_11", "STR", 11, sClass);
AddQuickstrike("STRIKE_TWELVE", "STRIKE_12", "STR", 12, sClass);
AddQuickstrike("STRIKE_THRITEEN", "STRIKE_13", "STR", 13, sClass);
AddQuickstrike("STRIKE_FOURTEEN", "STRIKE_14", "STR", 14, sClass);
AddQuickstrike("STRIKE_FIFTEEN", "STRIKE_15", "STR", 15, sClass);
AddQuickstrike("STRIKE_SIXTEEN", "STRIKE_16", "STR", 16, sClass);
AddQuickstrike("STRIKE_SEVENTEEN", "STRIKE_17", "STR", 17, sClass);
AddQuickstrike("STRIKE_EIGHTEEN", "STRIKE_18", "STR", 18, sClass);
AddQuickstrike("STRIKE_NINETEEN", "STRIKE_19", "STR", 19, sClass);
AddQuickstrike("STRIKE_TWENTY", "STRIKE_20", "STR", 20, sClass);
AddQuickstrike("BOOST_ONE", "BOOST_1", "B", 1, sClass);
AddQuickstrike("BOOST_TWO", "BOOST_2", "B", 2, sClass);
AddQuickstrike("BOOST_THREE", "BOOST_3", "B", 3, sClass);
AddQuickstrike("BOOST_FOUR", "BOOST_4", "B", 4, sClass);
AddQuickstrike("BOOST_FIVE", "BOOST_5", "B", 5, sClass);
AddQuickstrike("BOOST_SIX", "BOOST_6", "B", 6, sClass);
AddQuickstrike("BOOST_SEVEN", "BOOST_7", "B", 7, sClass);
AddQuickstrike("BOOST_EIGHT", "BOOST_8", "B", 8, sClass);
AddQuickstrike("BOOST_NINE", "BOOST_9", "B", 9, sClass);
AddQuickstrike("BOOST_TEN", "BOOST_10", "B", 10, sClass);
AddQuickstrike("COUNTER_ONE", "COUNTER_1", "C", 1, sClass);
AddQuickstrike("COUNTER_TWO", "COUNTER_2", "C", 2, sClass);
AddQuickstrike("COUNTER_THREE", "COUNTER_3", "C", 3, sClass);
AddQuickstrike("COUNTER_FOUR", "COUNTER_4", "C", 4, sClass);
AddQuickstrike("COUNTER_FIVE", "COUNTER_5", "C", 5, sClass);
AddQuickstrike("COUNTER_SIX", "COUNTER_6", "C", 6, sClass);
AddQuickstrike("COUNTER_SEVEN", "COUNTER_7", "C", 7, sClass);
AddQuickstrike("COUNTER_EIGHT", "COUNTER_8", "C", 8, sClass);
AddQuickstrike("COUNTER_NINE", "COUNTER_9", "C", 9, sClass);
AddQuickstrike("COUNTER_TEN", "COUNTER_10", "C", 10, sClass);
AddQuickstrike("MARTIAL_FEAT_ONE", "MARTIAL_FEAT_1", "F", 1, sClass);
AddQuickstrike("MARTIAL_FEAT_TWO", "MARTIAL_FEAT_2", "F", 2, sClass);
AddQuickstrike("MARTIAL_FEAT_THREE", "MARTIAL_FEAT_3", "F", 3, sClass);
AddQuickstrike("MARTIAL_FEAT_FOUR", "MARTIAL_FEAT_4", "F", 4, sClass);
AddQuickstrike("MARTIAL_FEAT_FIVE", "MARTIAL_FEAT_5", "F", 5, sClass);
AddQuickstrike("MARTIAL_FEAT_SIX", "MARTIAL_FEAT_6", "F", 6, sClass);
AddQuickstrike("MARTIAL_FEAT_SEVEN", "MARTIAL_FEAT_7", "F", 7, sClass);
AddQuickstrike("MARTIAL_FEAT_EIGHT", "MARTIAL_FEAT_8", "F", 8, sClass);
AddQuickstrike("MARTIAL_FEAT_NINE", "MARTIAL_FEAT_9", "F", 9, sClass);
AddQuickstrike("MARTIAL_FEAT_TEN", "MARTIAL_FEAT_10", "F", 10, sClass);
AddQuickstrike("MARTIAL_FEAT_ELEVEN", "MARTIAL_FEAT_11", "F", 11, sClass);
AddQuickstrike("MARTIAL_FEAT_TWELVE", "MARTIAL_FEAT_12", "F", 12, sClass);
AddQuickstrike("MARTIAL_FEAT_THRITEEN", "MARTIAL_FEAT_13", "F", 13, sClass);
AddQuickstrike("MARTIAL_FEAT_FOURTEEN", "MARTIAL_FEAT_14", "F", 14, sClass);
AddQuickstrike("MARTIAL_FEAT_FIFTEEN", "MARTIAL_FEAT_15", "F", 15, sClass);
AddQuickstrike("MARTIAL_FEAT_SIXTEEN", "MARTIAL_FEAT_16", "F", 16, sClass);
AddQuickstrike("MARTIAL_FEAT_SEVENTEEN", "MARTIAL_FEAT_17", "F", 17, sClass);
AddQuickstrike("MARTIAL_FEAT_EIGHTEEN", "MARTIAL_FEAT_18", "F", 18, sClass);
AddQuickstrike("MARTIAL_FEAT_NINETEEN", "MARTIAL_FEAT_19", "F", 19, sClass);
AddQuickstrike("MARTIAL_FEAT_TWENTY", "MARTIAL_FEAT_20", "F", 20, sClass);
}
|
|
#9
|
||||
|
||||
|
Okay, now for the main event. Instead of listing by level, I list by type because a Martial Adept has far fewer maneuvers available than say, a wizard would have spells. Doing it this way lets me make the menu smaller and less likely to get in the way of combat. So clicking on any of the listboxes set in a grid shape will call one of four scripts. For stances:
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 2/3/2009 //
// Title: gui_execute_stance //
// Description: This is it! This is the //
// script which bypasses the main action //
// queue to enable swift maneuvers. //
//////////////////////////////////////////////
#include "bot9s_inc_maneuvers"
void main(int nTarget)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
string sData = GetLocalString(oMartialJournal, "BlackBox");
string sClass = GetStringRight(sData, 3);
string sNumber;
if (GetSubString(sData, 1, 1) == "_") // Number of Digits
{
sNumber = GetStringLeft(sData, 1);
}
else sNumber = GetStringLeft(sData, 2);
int nRow = GetLocalInt(oMartialJournal, "BlueBoxSTA" + sNumber + sClass);
string sScript = GetLocalString(oMartialJournal, "maneuvers_Script" + IntToString(nRow));
if (GetLocalInt(oMartialJournal, "Swift") == 0)
{
SetLocalInt(oMartialJournal, "Stance", nRow);
int nStance = GetLocalInt(oMartialJournal, "Stance");
int nStance2 = GetLocalInt(oMartialJournal, "Stance2");
if (nStance == nStance2) // Check to prevent two identical stances from being run at the same time.
{
SendMessageToPC(oPC, "<color=red>This stance is already active, please choose another.</color>");
return;
}
else
{
SetLocalInt(oMartialJournal, "Target", nTarget);
DefensiveStance(nRow);
ExecuteScript(sScript, oPC);
RunSwiftAction(nRow, "STA");
}
}
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 2/3/2009 //
// Title: gui_execute_boost //
// Description: This is it! This is the //
// script which bypasses the main action //
// queue to enable swift maneuvers. //
//////////////////////////////////////////////
void main(int nTarget)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
string sData = GetLocalString(oMartialJournal, "BlackBox");
string sClass = GetStringRight(sData, 3);
string sNumber;
if (GetSubString(sData, 1, 1) == "_") // Number of Digits
{
sNumber = GetStringLeft(sData, 1);
}
else sNumber = GetStringLeft(sData, 2);
int nRow = GetLocalInt(oMartialJournal, "BlueBoxB" + sNumber + sClass);
string sScript = GetLocalString(oMartialJournal, "maneuvers_Script" + IntToString(nRow));
SetLocalInt(oMartialJournal, "Target", nTarget);
ExecuteScript(sScript, oPC);
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 2/17/2009 //
// Title: gui_execute_counter //
// Description: This is it! This is the //
// script which bypasses the main action //
// queue to enable swift maneuvers. //
//////////////////////////////////////////////
void main(int nTarget)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
string sData = GetLocalString(oMartialJournal, "BlackBox");
string sClass = GetStringRight(sData, 3);
string sNumber;
if (GetSubString(sData, 1, 1) == "_") // Number of Digits
{
sNumber = GetStringLeft(sData, 1);
}
else sNumber = GetStringLeft(sData, 2);
int nRow = GetLocalInt(oMartialJournal, "BlueBoxC" + sNumber + sClass);
string sScript = GetLocalString(oMartialJournal, "maneuvers_Script" + IntToString(nRow));
SetLocalInt(oMartialJournal, "Target", nTarget);
ExecuteScript(sScript, oPC);
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 3/6/2009 //
// Title: gui_execute_strike //
// Description: Enqueues strike maneuvers. //
//////////////////////////////////////////////
#include "bot9s_inc_constants"
#include "bot9s_inc_targeting"
void StrikeInRange(object oTarget, float fRange, int nTarget, int nRow)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
location lPC = GetLocation(oPC);
location lMelee = GetLocalLocation(oPC, "bot9s_pc_pos_strike");
if ((lPC == lMelee) && (GetDistanceToObject(oTarget) <= (fRange + FeetToMeters(5.0f))))
{
SetLocalInt(oMartialJournal, "StrikeMoveStatus", 0);
SetLocalInt(oMartialJournal, "Strike", nRow);
IndexStrikeTarget(nRow, nTarget);
ActionUseFeat(FEAT_STUDENT_OF_THE_SUBLIME_WAY, oPC);
}
if (GetLocalInt(oMartialJournal, "StrikeMoveStatus") == 1)
{
DelayCommand(0.3f, StrikeInRange(oTarget, fRange, nTarget, nRow));
}
}
void RunPCStrikePosition()
{
object oPC = OBJECT_SELF;
location lPC = GetLocation(oPC);
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetLocalInt(oMartialJournal, "StrikeMoveStatus") == 1)
{
SetLocalLocation(oPC, "bot9s_pc_pos_strike", lPC);
DelayCommand(0.3f, RunPCStrikePosition());
}
}
void main(int nTarget)
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
string sData = GetLocalString(oMartialJournal, "BlackBox");
string sClass = GetStringRight(sData, 3);
string sNumber;
if (GetSubString(sData, 1, 1) == "_") // Number of Digits
{
sNumber = GetStringLeft(sData, 1);
}
else sNumber = GetStringLeft(sData, 2);
int nRow = GetLocalInt(oMartialJournal, "BlueBoxSTR" + sNumber + sClass);
string sManeuver = GetFirstName(oPC) + GetLocalString(oMartialJournal, "maneuvers_ItemLabel" + IntToString(nRow));
object oManeuver = GetObjectByTag(sManeuver);
int nMovement = GetLocalInt(oManeuver, "Movement");
if (nMovement == 0) // Does the maneuver require us to move?
{
SetLocalInt(oMartialJournal, "Strike", nRow);
IndexStrikeTarget(nRow, nTarget);
ActionUseFeat(FEAT_STUDENT_OF_THE_SUBLIME_WAY, oPC);
}
else
{
float fRange;
float fDefaultRange = FeetToMeters(GetLocalFloat(oManeuver, "Range"));
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND);
int nWeapon = GetBaseItemType(oWeapon);
if (fDefaultRange > 0.0f) // Is there a preferred attack range?
{
fRange = fDefaultRange;
}
else fRange = GetLocalFloat(oMartialJournal, "baseitems_PrefAttackDist" + IntToString(nWeapon));
object oTarget = IntToObject(nTarget);
if (GetDistanceBetween(oPC, oTarget) <= FeetToMeters(5.5f))
{
SetLocalInt(oMartialJournal, "Strike", nRow);
IndexStrikeTarget(nRow, nTarget);
ActionUseFeat(FEAT_STUDENT_OF_THE_SUBLIME_WAY, oPC);
}
else
{
SetLocalInt(oMartialJournal, "StrikeMoveStatus", 1);
DelayCommand(0.1f, RunPCStrikePosition());
DelayCommand(0.5f, StrikeInRange(oTarget, fRange, nTarget, nRow));
ActionMoveToObject(oTarget, TRUE, fRange);
}
}
}
Code:
//////////////////////////////////////////
// Author: Drammel //
// Date: 3/6/2009 //
// Title: activate_strike //
// Description: Funnel script which is //
// used to enqueue strikes. //
//////////////////////////////////////////
void main()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
int nRow = GetLocalInt(oMartialJournal, "Strike");
string sScript = GetLocalString(oMartialJournal, "maneuvers_Script" + IntToString(nRow));
ExecuteScript(sScript, oPC);
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 2/8/2009 //
// Title: gui_sa_flmsblss //
// Description: Stance; Grants resitance to//
// fire based on the player's ranks in //
// Tumble. //
//////////////////////////////////////////////
#include "bot9s_inc_maneuvers"
void FlamesBlessing()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
float fDuration = 6.0f;
if (GetLocalInt(oMartialJournal, "Stance") == 12)
{
DelayCommand(6.0f, FlamesBlessing());
if ((GetSkillRank(SKILL_TUMBLE, oPC, TRUE) >= 4) && (GetSkillRank(SKILL_TUMBLE, oPC, TRUE) <= 8))
{
effect eFlmsBlss = SupernaturalEffect(EffectDamageResistance(DAMAGE_TYPE_FIRE, 5, 0));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFlmsBlss, oPC, fDuration);
}
else if ((GetSkillRank(SKILL_TUMBLE, oPC, TRUE) >= 9) && (GetSkillRank(SKILL_TUMBLE, oPC, TRUE) <= 13))
{
effect eFlmsBlss = SupernaturalEffect(EffectDamageResistance(DAMAGE_TYPE_FIRE, 10, 0));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFlmsBlss, oPC, fDuration);
}
else if ((GetSkillRank(SKILL_TUMBLE, oPC, TRUE) >= 14) && (GetSkillRank(SKILL_TUMBLE, oPC, TRUE) <= 18))
{
effect eFlmsBlss = SupernaturalEffect(EffectDamageResistance(DAMAGE_TYPE_FIRE, 20, 0));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFlmsBlss, oPC, fDuration);
}
else if (GetSkillRank(SKILL_TUMBLE, oPC, TRUE) >= 19)
{
effect eFlmsBlss = SupernaturalEffect(EffectImmunity(DAMAGE_TYPE_FIRE));
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFlmsBlss, oPC, fDuration);
}
else return;
}
}
void main()
{
DelayCommand(0.1f, FlamesBlessing());
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 1/16/2009 //
// Title: gui_bo_burningblade //
// Description: Swift Action; Adds 1d6+1 //
// per iniator level fire damage for one //
// round. //
//////////////////////////////////////////////
#include "bot9s_inc_constants"
#include "bot9s_inc_variables"
#include "bot9s_inc_maneuvers"
#include "x2_inc_itemprop"
void main()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
if (GetLocalInt(oMartialJournal, "Swift") == 0)
{
object oMyWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
float fDuration = 6.0f;
int nNumber = d6(1) + GetInitiatorLevel(oPC);
int nDamage = IPGetConstDamageBonusFromNumber(nNumber);
if (GetIsObjectValid(oMyWeapon))
{
itemproperty ipFire = ItemPropertyDamageBonus(IP_CONST_DAMAGETYPE_FIRE, nDamage);
itemproperty ipVis = ItemPropertyVisualEffect(ITEM_VISUAL_FIRE);
IPSafeAddItemProperty(oMyWeapon, ipVis, fDuration, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, TRUE);
IPSafeAddItemProperty(oMyWeapon, ipFire, fDuration, X2_IP_ADDPROP_POLICY_REPLACE_EXISTING, FALSE, TRUE);
RunSwiftAction();
ExpendManeuver(2, "B");
}
else SendMessageToPC(oPC, "<color=red>You must have a weapon equipped.</color>");
}
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 2/9/2009 //
// Title: gui_ct_ctrcharge //
// Description: Immeadiate Action; Redirect//
// an oppenent who makes a charge at you. //
//////////////////////////////////////////////
#include "bot9s_include"
#include "bot9s_inc_variables"
#include "x0_i0_enemy"
#include "bot9s_inc_maneuvers"
void CounterCharge()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
object oFoe = IntToObject(GetLocalInt(oMartialJournal, "CounterCharge"));
location lFoe = GetLocation(oFoe);
location lFoeStart = GetLastLocationOfCreature(oFoe);
float fRange = GetMeleeRangeBySize(oPC);
float fThrow = FeetToMeters(10.0f);
float fCharge = GetDistanceBetweenLocations(lFoeStart, lFoe);
int nMySize = GetCreatureSize(oPC);
int nFoeSize = GetCreatureSize(oFoe);
int nMyStr = GetAbilityModifier(ABILITY_STRENGTH, oPC);
int nMyDex = GetAbilityModifier(ABILITY_DEXTERITY, oPC);
int nFoeStr = GetAbilityModifier(ABILITY_STRENGTH, oFoe);
int nFoeDex = GetAbilityModifier(ABILITY_DEXTERITY, oFoe);
if (nMySize > nFoeSize)
{
nMyStr = nMyStr + 4;
}
else if (nMySize < nFoeSize)
{
nMyDex = nMyDex + 4;
}
effect eFoeAttack = EffectAttackIncrease(4, EFFECT_TYPE_ENEMY_ATTACK_BONUS);
if (GetLocalInt(oMartialJournal, "Swift") == 0)
{
DelayCommand(0.1f, CounterCharge());
if ((fCharge >= fThrow) && (GetDistanceToObject(oFoe) <= fRange))
{
if (nMyStr >= nFoeStr)
{
if ((nMyStr + d20(1)) >= (nFoeStr+ d20(1)))
{
ThrowTarget(oFoe, fThrow);
DelayCommand(0.1f, FloatingTextStringOnCreature("Counter Charge!", oPC));
RunSwiftAction();
}
else ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFoeAttack, oFoe, 6.0f);
}
else if (nMyDex >= nFoeDex)
{
if ((nMyDex + d20(1)) >= (nFoeDex + d20(1)))
{
ThrowTarget(oFoe, fThrow);
DelayCommand(0.1f, FloatingTextStringOnCreature("Counter Charge!", oPC));
RunSwiftAction();
}
else ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eFoeAttack, oFoe, 6.0f);
}
}
}
}
void main()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
object oTarget = IntToObject(GetLocalInt(oMartialJournal, "Target"));
if (NotMyFoe("Target") == TRUE)
{
return;
}
int nTarget = GetLocalInt(oMartialJournal, "Target");
location lTarget = GetLocation(oTarget);
SetLocalInt(oMartialJournal, "CounterCharge", nTarget);
SetLastLocationOfCreature(oTarget, lTarget, TRUE, 6.0f); //If it can't get to me in one round, by definition, it isn't a charge.
ExpendManeuver(209, "C");
CounterCharge();
}
Code:
//////////////////////////////////////////////
// Author: Drammel //
// Date: 2/9/2009 //
// Title: gui_st_stnbones //
// Description: Standard Action; On a //
// successful hit with this maneuver, gain //
// DR 5/adamantine. //
//////////////////////////////////////////////
#include "bot9s_inc_maneuvers"
void main()
{
object oPC = OBJECT_SELF;
string sMartialJournal = GetFirstName(oPC) + "martial_journal";
object oMartialJournal = GetObjectByTag(sMartialJournal);
object oWeapon = GetItemInSlot(INVENTORY_SLOT_RIGHTHAND, oPC);
if (NotMyFoe("StoneBones") == TRUE)
{
return;
}
SetLocalInt(oMartialJournal, "StoneDragonStrike", 1);
DelayCommand(RoundsToSeconds(1), SetLocalInt(oMartialJournal, "StoneDragonStrike", 0));
object oTarget = IntToObject(GetLocalInt(oMartialJournal, "StoneBones"));
int nHit = StrikeAttackRoll(oWeapon, oTarget);
StrikeAttackSound(oWeapon, oTarget, nHit, 0.2f);
BasicAttackAnimation(oWeapon);
DelayCommand(0.3f, StrikeWeaponDamage(oWeapon, nHit, oTarget));
ExpendManeuver(160, "STR");
if (nHit > 0)
{
effect eVis = EffectNWN2SpecialEffectFile("sp_stoneskin", oPC);
effect eDR = EffectDamageReduction(5, DR_TYPE_NONE, 0, GMATERIAL_METAL_ADAMANTINE);
effect eLink = EffectLinkEffects(eVis, eDR);
eLink = ExtraordinaryEffect(eLink);
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oPC, 6.0f);
}
}
.
Last edited by Drammel; 05-06-2009 at 06:21 PM. Reason: Updates for Stance Mastery |
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#10
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Drammel, if nothing else, this will be an accomplishment of magnitude for the Community. As a lone wolf example, I think the amount of effort and the way in which it is presented should provide to the rest of the Community, and scripters in particular, that this is how things should be worked.
There is a level of detail and clarity in your presentation that should set the bar for many others out there. And beyond all that, all I can say in addition is: Wow! Just WOW! thanks for your efforts and work, best regards, dunniteowl
__________________
Simple does not mean easy. Easy does not mean without value. Value is not always measured with money. Money isn't class. Class is not superiority. Superiority is not being better than something or somebody. We are all somebody. |
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