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GUE.bb
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GUE.bb
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Global rcceVersion$ = "2.0.0"
Global componentName$ = "gue"
Global RootDir$ = "..\"
Global LogMode = 1; (0 = standard logging, 1 = debug mode)
ChangeDir RootDir$
; Includes --------------------------------------------------------------------------------------------------------------------------
Include "Modules\RCEnet.bb"
Include "Modules\Media.bb"
Include "Modules\MediaDialogs.bb"
Include "Modules\Projectiles.bb"
Include "Modules\Language.bb"
Include "Modules\Items.bb"
Include "Modules\Inventories.bb"
Include "Modules\Animations.bb"
Include "Modules\Spells.bb"
Include "Modules\Actors.bb"
Include "Modules\CharacterEditorLoader.bb" ; RifRaf's character editor loading function
Include "Modules\Actors3D.bb"
Include "Modules\Environment.bb"
Include "Modules\Interface.bb"
Include "Modules\RCTrees.bb"
Include "Modules\ClientAreas.bb"
Include "Modules\ServerAreas.bb"
Include "Modules\RottParticles.bb"
Include "Modules\Packets.bb"
Include "Modules\F-UI.bb"
Include "Modules\Logging.bb"
; Globals ---------------------------------------------------------------------------------------------------------------------------
Global SpawnNum ;checks track of warning dialogs cysis145
Global LabelBuildFullInstallCalled = False
Global PreviousTab = 1
Global GameName$
; Delta timing
Dim DeltaBuffer(5)
For i = 0 To 5 : DeltaBuffer(i) = 35 : Next
Global FPS#, Delta#
Const BaseFramerate# = 30.0
; Saving
Global ItemsSaved = True, ActorsSaved = True, FactionsSaved = True, ParticlesSaved = True, DamageTypesSaved = True, ZoneSaved = True, AnimsSaved = True, StatsSaved = True
Global SpellsSaved = True, InterfaceSaved = True, ProjectilesSaved = True, EnvironmentSaved = True
Global ActorsChanged = False, AttributesChanged = False, FactionsChanged = False, AnimsChanged = False, ProjectilesChanged = False, ParticlesChanged = False
Global GubbinNamesChanged = True
; Zone entities
Dim PortalEN(99)
Dim TriggerEN(149)
Dim WaypointEN(1999)
Dim WaypointALink(1999)
Dim WaypointBLink(1999)
Type UpdateFile
Field Name$, Checksum
End Type
; Undo/Redo for zones editor
Type Undo
Field Action$
Field Info, Info2
Field InfoX#, InfoY#, InfoZ#
Field WPS.UndoWaypointState
Field ExtraInfo
End Type
Type UndoWaypointState
Field PrevWaypoint[1999], NextWaypointA[1999], NextWaypointB[1999]
End Type
; Date
POMonth$ = Upper$(Mid$(CurrentDate$(), 4, 3))
POYear = Mid$(CurrentDate$(), 8)
; GUE startup log -------------------------------------------------------------------------------------------------------------------
Global GUELog = StartLog("GUE Log", False)
WriteLog(GUELog, "** GUE startup log begins **", True, True)
; Graphics mode ---------------------------------------------------------------------------------------------------------------------
;If (GetSystemMetrics(0) > 1024 And GetSystemMetrics(1) > 768) And Instr(Upper$(CommandLine$()), "-F") = 0
; WriteLog(GUELog, "Initialising windowed graphics mode")
; FUI_Initialise(1024, 768, 0, 2, False, True, "OverSeer")
;Else
; WriteLog(GUELog, "Initialising fullscreen graphics mode")
; FUI_Initialise(1024, 768, 0, 0, False, True, "OverSeer")
;EndIf
;Window or fullscreen for editor
;############################
Local GUE_width# = GetSystemMetrics(0) * 0.9
Local GUE_height# = GetSystemMetrics(1) * 0.8
If (GUE_width < 1280 And GUE_height< 960)
GUE_width = 1280
GUE_height = 960
EndIf
WriteLog(GUELog, "Initialising windowed graphics mode")
Graphics3D(GUE_width, GUE_height, 0, 2)
FUI_Initialise(GUE_width, GUE_height, 0, 2, True, True, "Realm Crafter Community Edition -" + rcceVersion)
SetBuffer(BackBuffer())
;FUI_RemoveBorder()
AppTitle("RCCE 2")
Global DefaultLight = CreateLight()
RotateEntity(DefaultLight, 30, 0, 0)
AmbientLight(100, 100, 100)
WriteLog(GUELog, "Initialising encryption system")
; Load data -------------------------------------------------------------------------------------------------------------------------
; Splash screen
WriteLog(GUELog, "Loading splash screen")
Global SplashImg = LoadImage("Data\GUE\Loading.PNG")
If SplashImg = 0 Then RuntimeError("Could not open Data\GUE\Loading.PNG!")
ResizeImage SplashImg, GUE_width, GUE_height
Function updateSplashScreen(loadingText$)
WriteLog(GUELog, loadingText$)
Color 255, 255, 255
DrawImage(SplashImg, 0, 0)
Text (ImageWidth(SplashImg)/2), (ImageHeight(SplashImg)/1.965), loadingText$, True, False
Flip()
End Function
; Media dialogs
SetFont(app\fntWindow)
updateSplashScreen("Creating media dialogs")
InitMediaDialogs()
; Interface
updateSplashScreen("Loaded game interface settings")
ClearTextureFilters()
Result = LoadInterfaceSettings("Data\Game Data\Interface.dat")
If Result = False Then RuntimeError("Could not open Data\Game Data\Interface.dat!")
; Main screen components
Tex = LoadTexture("Data\GUE\Attribute Bar.bmp")
For i = 0 To 39
AttributeDisplays(i)\Component = CreateQuad()
EntityTexture(AttributeDisplays(i)\Component, Tex)
Next
FreeTexture(Tex)
Chat\Component = CreateQuad()
Tex = LoadTexture("Data\GUE\Chat Area.bmp") : EntityTexture(Chat\Component, Tex) : FreeTexture(Tex)
ChatEntry\Component = CreateQuad()
Tex = LoadTexture("Data\GUE\Chat Entry.bmp") : EntityTexture(ChatEntry\Component, Tex) : FreeTexture(Tex)
BuffsArea\Component = CreateQuad()
Tex = LoadTexture("Data\GUE\Buffs Area.bmp") : EntityTexture(BuffsArea\Component, Tex) : FreeTexture(Tex)
Radar\Component = CreateQuad()
Tex = LoadTexture("Data\GUE\Radar.bmp") : EntityTexture(Radar\Component, Tex) : FreeTexture(Tex)
Compass\Component = CreateQuad()
Tex = LoadTexture("Data\GUE\Compass.bmp") : EntityTexture(Compass\Component, Tex) : FreeTexture(Tex)
; Inventory components
InventoryWindow\Component = CreateQuad()
EntityOrder(InventoryWindow\Component, 1)
Tex = LoadTexture("Data\Textures\GUI\InventoryBG.png")
If Tex = 0 Then Tex = LoadTexture("Data\UI\Window.bmp")
EntityTexture(InventoryWindow\Component, Tex) : FreeTexture(Tex)
InventoryDrop\Component = CreateQuad()
Tex = LoadTexture("Data\GUE\Drop Button.bmp") : EntityTexture(InventoryDrop\Component, Tex) : FreeTexture(Tex)
InventoryEat\Component = CreateQuad()
Tex = LoadTexture("Data\GUE\Eat Button.bmp") : EntityTexture(InventoryEat\Component, Tex) : FreeTexture(Tex)
InventoryGold\Component = CreateQuad()
Tex = LoadTexture("Data\GUE\Gold.bmp") : EntityTexture(InventoryGold\Component, Tex) : FreeTexture(Tex)
InventoryButtons(0)\Component = CreateQuad()
For i = 1 To Slots_Inventory
InventoryButtons(i)\Component = CopyEntity(InventoryButtons(0)\Component)
Next
Tex = LoadTexture("Data\Textures\GUI\Weapon.bmp", 4) : AddBorders(Tex) : EntityTexture InventoryButtons(SlotI_Weapon)\Component, Tex : FreeTexture Tex
Tex = LoadTexture("Data\Textures\GUI\Shield.bmp", 4) : AddBorders(Tex) : EntityTexture InventoryButtons(SlotI_Shield)\Component, Tex : FreeTexture Tex
Tex = LoadTexture("Data\Textures\GUI\Hat.bmp", 4) : AddBorders(Tex) : EntityTexture InventoryButtons(SlotI_Hat)\Component, Tex : FreeTexture Tex
Tex = LoadTexture("Data\Textures\GUI\Chest.bmp", 4) : AddBorders(Tex) : EntityTexture InventoryButtons(SlotI_Chest)\Component, Tex : FreeTexture Tex
Tex = LoadTexture("Data\Textures\GUI\Hand.bmp", 4) : AddBorders(Tex) : EntityTexture InventoryButtons(SlotI_Hand)\Component, Tex : FreeTexture Tex
Tex = LoadTexture("Data\Textures\GUI\Belt.bmp", 4) : AddBorders(Tex) : EntityTexture InventoryButtons(SlotI_Belt)\Component, Tex : FreeTexture Tex
Tex = LoadTexture("Data\Textures\GUI\Legs.bmp", 4) : AddBorders(Tex) : EntityTexture InventoryButtons(SlotI_Legs)\Component, Tex : FreeTexture Tex
Tex = LoadTexture("Data\Textures\GUI\Feet.bmp", 4) : AddBorders(Tex) : EntityTexture InventoryButtons(SlotI_Feet)\Component, Tex : FreeTexture Tex
Tex = LoadTexture("Data\Textures\GUI\Ring.bmp", 4)
AddBorders(Tex)
EntityTexture InventoryButtons(SlotI_Ring1)\Component, Tex
EntityTexture InventoryButtons(SlotI_Ring2)\Component, Tex
EntityTexture InventoryButtons(SlotI_Ring3)\Component, Tex
EntityTexture InventoryButtons(SlotI_Ring4)\Component, Tex
FreeTexture(Tex)
Tex = LoadTexture("Data\Textures\GUI\Amulet.bmp", 4)
AddBorders(Tex)
EntityTexture InventoryButtons(SlotI_Amulet1)\Component, Tex
EntityTexture InventoryButtons(SlotI_Amulet2)\Component, Tex
FreeTexture(Tex)
Tex = LoadTexture("Data\Textures\GUI\Backpack.bmp", 4)
AddBorders(Tex)
For i = SlotI_Backpack To Slots_Inventory
EntityTexture InventoryButtons(i)\Component, Tex
Next
FreeTexture(Tex)
TextureFilter("", 1 + 8)
;Login Screen Components [255]
;LoginWindow\Component = CreateQuad()
;EntityOrder(LoginWindow\Component, 1)
;Tex = LoadTexture("Data\Textures\Menu\Login.PNG") : EntityTexture(LoginWindow\Component, Tex) : FreeTexture(Tex)
;LoginUsername\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BCharBoxD.PNG") : EntityTexture(LoginUsername\Component, Tex) : FreeTexture(Tex)
;LoginPassword\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BCharBoxD.PNG") : EntityTexture(LoginPassword\Component, Tex) : FreeTexture(Tex)
;LoginNewAccount\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BNewAccountD.PNG") : EntityTexture(LoginNewAccount\Component, Tex) : FreeTexture(Tex)
;LoginLogIn\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BLoginD.PNG") : EntityTexture(LoginLogIn\Component, Tex) : FreeTexture(Tex)
;LoginGraphic\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BGraphicsD.PNG") : EntityTexture(LoginGraphic\Component, Tex) : FreeTexture(Tex)
;LoginControl\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BControlD.PNG") : EntityTexture(LoginControl\Component, Tex) : FreeTexture(Tex)
;LoginSound\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BOtherD.PNG") : EntityTexture(LoginSound\Component, Tex) : FreeTexture(Tex)
;LoginClose\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BQuitD.PNG") : EntityTexture(LoginClose\Component, Tex) : FreeTexture(Tex)
;LoginServerStat\Component = CreateQuad()
;Tex = LoadTexture("Data\Textures\Menu\BCharBoxD.PNG") : EntityTexture(LoginServerStat\Component, Tex) : FreeTexture(Tex)
; All emitter configs
updateSplashScreen("Loading emitter configurations")
DefaultTex = LoadTexture("Data\DefaultParticle.bmp", 4 + 16 + 32)
D = ReadDir("Data\Emitter Configs")
File$ = NextFile$(D)
While File$ <> ""
If FileType("Data\Emitter Configs\" + File$) = 1
ConfigID = RP_LoadEmitterConfig("Data\Emitter Configs\" + File$, DefaultTex, app\Cam)
C.RP_EmitterConfig = Object.RP_EmitterConfig(ConfigID)
C\ConfigID = ConfigID
If C\DefaultTextureID < 65535
Tex = GetTexture(C\DefaultTextureID, True)
UnloadTexture(C\DefaultTextureID)
If Tex <> 0 Then C\Texture = Tex
EndIf
EndIf
File$ = NextFile$(D)
Wend
CloseDir(D)
; Misc options
F = ReadFile("Data\Game Data\Misc.dat")
If F = 0 Then RuntimeError("Could not open Data\Game Data\Misc.dat!")
GameName$ = ReadLine$(F)
CloseFile(F)
;Title +Project name
;#########
FUI_AppTitle("RealmCrafter: Community Edition" + " - " + GameName$)
;#########
F = ReadFile("Data\Game Data\Hosts.dat")
If F = 0 Then RuntimeError("Could not open Data\Game Data\Hosts.dat!")
ServerHost$ = ReadLine$(F)
UpdatesHost$ = ReadLine$(F)
CloseFile(F)
; Load actors, items, etc.
updateSplashScreen("Loading damage types")
Result = LoadDamageTypes("Data\Server Data\Damage.dat")
If Result = False Then RuntimeError("Could not open Data\Server Data\Damage.dat!")
updateSplashScreen("Loading attributes")
Result = LoadAttributes("Data\Server Data\Attributes.dat")
If Result = False Then RuntimeError("Could not open Data\Server Data\Attributes.dat!")
updateSplashScreen("Loading factions")
Result = LoadFactions("Data\Server Data\Factions.dat")
If Result = -1 Then RuntimeError("Could not open Data\Server Data\Factions.dat!")
updateSplashScreen("Loading animations")
Result = LoadAnimSets("Data\Game Data\Animations.dat")
If Result = -1 Then RuntimeError("Could not open Data\Game Data\Animations.dat!")
updateSplashScreen("Loading projectiles")
Global TotalProjectiles = LoadProjectiles("Data\Server Data\Projectiles.dat")
If TotalProjectiles = -1 Then RuntimeError("Could not open Data\Server Data\Projectiles.dat!")
updateSplashScreen("Loading items")
Global TotalItems = LoadItems("Data\Server Data\Items.dat")
If TotalItems = -1 Then RuntimeError("Could not open Data\Server Data\Items.dat!")
updateSplashScreen("Loading actors")
Global TotalActors = LoadActors("Data\Server Data\Actors.dat")
If TotalActors = -1 Then RuntimeError("Could not open Data\Server Data\Actors.dat!")
updateSplashScreen("Loading abilities")
Global TotalSpells = LoadSpells("Data\Server Data\Spells.dat")
If TotalSpells = -1 Then RuntimeError("Could not open Data\Server Data\Spells.dat!")
; Load zones (just the server side bits, client side parts are loaded on request to save video memory)
updateSplashScreen("Loading server-side zones")
Global TotalZones = 0
D = ReadDir("Data\Server Data\Areas")
File$ = NextFile$(D)
While File$ <> ""
If FileType("Data\Server Data\Areas\" + File$) = 1 And Len(File$) > 4
ServerLoadArea(Left$(File$, Len(File$) - 4))
TotalZones = TotalZones + 1
EndIf
File$ = NextFile$(D)
Wend
CloseDir(D)
; Load environment
WriteLog(GUELog, "Loading environment settings")
Result = LoadEnvironment()
If Result = False Then RuntimeError("Could not open Data\Server Data\Environment.dat!")
WriteLog(GUELog, "Loading suns/moons")
LoadSuns()
; Initialise GUI --------------------------------------------------------------------------------------------------------------------
updateSplashScreen("Created GUI")
; Texture filters
TextureFilter "m_", 1 + 4
TextureFilter "a_", 1 + 2
; Borders
;I removed these since they were horrible... Cysis
;WriteLog(GUELog, "Creating border meshes")
;TopEN = CreateQuad(app\Cam)
;PositionEntity(TopEN, -10.0, 7.5, 10.0) : ScaleEntity(TopEN, 20.0, 0.9765625, 1.0)
;Tex = LoadTexture("Data\GUE\Top.PNG", 16 + 32) : EntityTexture TopEN, Tex : FreeTexture Tex
;BottomEN = CreateQuad(app\Cam)
;PositionEntity(BottomEN, -10.0, -7.01171875, 10.0)
;ScaleEntity(BottomEN, 20.0, 0.48828125, 1.0)
;Tex = LoadTexture("Data\GUE\Bottom.PNG", 16 + 32) : EntityTexture BottomEN, Tex : FreeTexture Tex
;LeftEN = CreateQuad(app\Cam)
;PositionEntity(LeftEN, -10.0, 6.5234375, 10.0)
;ScaleEntity(LeftEN, 0.48828125, 13.53515625, 1.0)
;Tex = LoadTexture("Data\GUE\Left.PNG", 16 + 32) : EntityTexture LeftEN, Tex : FreeTexture Tex
;RightEN = CreateQuad(app\Cam)
;PositionEntity(RightEN, 9.51171875, 6.5234375, 10.0)
;ScaleEntity(RightEN, 0.48828125, 13.53515625, 1.0)
;Tex = LoadTexture("Data\GUE\Right.PNG", 16 + 32) : EntityTexture RightEN, Tex : FreeTexture Tex
; Main tab strip
WriteLog(GUELog, "Creating main window")
WMain = FUI_Window(0, 0, GUE_width, GUE_height, "", "", 0, 0)
; Top Menu Bar Edit Cysis145
mnuFile = FUI_MenuTitle( WMain, "File" )
mnuFileSaveAll = FUI_MenuItem( mnuFile, "Save All", "Ctrl + S")
FUI_MenuBar mnuFile
mnuFileExit = FUI_MenuItem( mnuFile, "Exit" )
TabMain = FUI_Tab(WMain, 0, 20, GUE_width, GUE_height)
helpMenu = FUI_MenuTitle(WMain, "Help")
helpForum = FUI_MenuItem(helpMenu, "RCCE Forum")
;End Top Menu Bar.
Global TProject = FUI_TabPage(TabMain, "Project")
Global TMedia = FUI_TabPage(TabMain, "Media")
Global TParticles = FUI_TabPage(TabMain, "Particles")
Global TDamageTypes = FUI_TabPage(TabMain, "Combat")
Global TProjectiles = FUI_TabPage(TabMain, "Projectiles")
Global TFactions = FUI_TabPage(TabMain, "Factions")
Global TAnimSets = FUI_TabPage(TabMain, "Animations")
Global TAttributes = FUI_TabPage(TabMain, "Attributes")
Global TActors = FUI_TabPage(TabMain, "Actors")
Global TItems = FUI_TabPage(TabMain, "Items")
Global TSeasons = FUI_TabPage(TabMain, "Days & seasons")
Global TZones = FUI_TabPage(TabMain, "Zones")
Global TSpells = FUI_TabPage(TabMain, "Abilities")
Global TInterface = FUI_TabPage(TabMain, "Interface")
Global TOther = FUI_TabPage(TabMain, "Other")
; Project gadgets -------------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating project tab")
FUI_Label(TProject, GUE_width/2, 20, "Welcome to Realm Crafter Community Edition!", ALIGN_CENTER)
FUI_Label(TProject, GUE_width/2, 60, GameName$, ALIGN_CENTER)
;BRestoreLanguageFile = FUI_Button(TProject, 10, 240, 130, 25, "Restore Language File")
; Media gadgets ---------------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating media tab")
Global CMediaType = FUI_ComboBox(TMedia, 20, 20, 250, 20)
FUI_ComboBoxItem(CMediaType, "View 3D Meshes")
FUI_ComboBoxItem(CMediaType, "View Textures")
FUI_ComboBoxItem(CMediaType, "View Sounds")
FUI_ComboBoxItem(CMediaType, "View Music")
BMediaAdd = FUI_Button(TMedia, 20, 50, 100, 20, "Add New File")
BMediaDelete = FUI_Button(TMedia, 160, 50, 100, 20, "Remove File")
FUI_GroupBox(TMedia, 290, 20, GUE_width - 310, GUE_height - 76 - 20, "Media Preview")
Global LMediaPreview = FUI_Label(TMedia, GUE_width/2 + 135, GUE_height - 100, "Media ID: 0", ALIGN_CENTER)
Global LMediaFolder = FUI_ListBox(TMedia, 20, 80, 250, 150)
Global LMedia = FUI_ListBox(TMedia, 20, 235, 250, GUE_height - 291 - 20)
FillMeshesList(LMedia, "", MeshDialog_All)
FillMeshesFolderList(LMediaFolder, "")
Global MediaFolder$
; Preview gadgets
Global VMediaPreview = FUI_View(TMedia, 300, 40, GUE_width - 330, GUE_height - 150, 0, 0, 0)
Global TMediaMeshScale, LMediaMeshScale
Global MediaPreviewChannel, MediaPreviewSoundID
Global BMediaPreviewPlay = FUI_Button(TMedia, 310, 50, 60, 20, "Play")
Global BMediaPreviewStop = FUI_Button(TMedia, 380, 50, 60, 20, "Stop")
Global LMediaPreviewVolume = FUI_Label(TMedia, 310, 82, "Volume:")
Global SMediaPreviewVolume = FUI_Slider(TMedia, 360, 80, 350, 20, 0.0, 1.0, 0.75)
Global MediaPreviewMesh
Global MediaPreviewQuad = CreateQuad()
ScaleMesh(MediaPreviewQuad, 20, 20, 1)
PositionMesh(MediaPreviewQuad, -10, 10, 0)
PositionEntity(MediaPreviewQuad, 0, 0, 10)
EntityFX(MediaPreviewQuad, 1)
HideEntity(MediaPreviewQuad)
; Start on meshes
SetMediaType(1)
; Particles gadgets -----------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating particles tab")
; Preview view
View = FUI_View(TParticles, 20, 20, GUE_width - 424, GUE_height - 318, 0, 0, 0)
Global ParticlesCam = FUI_SendMessage(View, M_GETCAMERA)
CameraRange ParticlesCam, 0.5, 800.0
Global ParticlesCamBGR = 0
Global ParticlesCamBGG = 0
Global ParticlesCamBGB = 0
; Set camera clear color using red, green, blue values
CameraClsColor ParticlesCam, ParticlesCamBGR, ParticlesCamBGG, ParticlesCamBGB
;new
Global LActiveParticles = FUI_Label(TParticles, 20, GUE_height - 293, "Active particles: 0")
; Buttons
BParticlesNew = FUI_Button(TParticles, GUE_width - 394, 170, 90, 20, "New emitter")
BParticlesSave = FUI_Button(TParticles, GUE_width - 298, 170, 90, 20, "Save emitters")
BParticlesDelete = FUI_Button(TParticles, GUE_width - 174, 170, 90, 20, "Delete emitter")
; Configs list
FUI_Label(TParticles, GUE_width - 394, 127, "Current emitter:")
Global CParticleConfigs = FUI_ComboBox(TParticles, GUE_width - 394, 145, 310, 20, 20)
;###^
For C.RP_EmitterConfig = Each RP_EmitterConfig
Item = FUI_ComboBoxItem(CParticleConfigs, C\Name$) : FUI_SendMessage(Item, M_SETDATA, Handle(C))
Next
FUI_SendMessage(CParticleConfigs, M_SETINDEX, 1)
; Preview buttons
BParticlesTex = FUI_Button(TParticles, GUE_width - 374, 20, 100, 20, "Preview texture")
BParticlesPreviewReset = FUI_Button(TParticles, GUE_width - 224, 20, 100, 20, "Reset preview")
BParticlesPreviewL = FUI_Button(TParticles, GUE_width - 374, 75, 20, 20, "", "Data\GUE\L.png")
BParticlesPreviewR = FUI_Button(TParticles, GUE_width - 314, 75, 20, 20, "", "Data\GUE\R.png")
BParticlesPreviewU = FUI_Button(TParticles, GUE_width - 344, 55, 20, 20, "", "Data\GUE\U.png")
BParticlesPreviewD = FUI_Button(TParticles, GUE_width - 344, 95, 20, 20, "", "Data\GUE\D.png")
BParticlesPreviewIn = FUI_Button(TParticles, GUE_width - 274, 55, 20, 20, "", "Data\GUE\In.png")
BParticlesPreviewOut = FUI_Button(TParticles, GUE_width - 274, 95, 20, 20, "", "Data\GUE\Out.png")
FUI_Label(TParticles, GUE_width - 225, 50, "Preview Window Color:")
FUI_Label(TParticles, GUE_width - 225, 70, "R:")
FUI_Label(TParticles, GUE_width - 225, 95, "G:")
FUI_Label(TParticles, GUE_width - 225, 120, "B:")
Global SParticlesCamBGR = FUI_Slider(TParticles, GUE_width - 200, 68, 100, 15, 0, 255, 0)
Global SParticlesCamBGG = FUI_Slider(TParticles, GUE_width - 200, 93, 100, 15, 0, 255, 0)
Global SParticlesCamBGB = FUI_Slider(TParticles, GUE_width - 200, 118, 100, 15, 0, 255, 0)
CameraClsColor ParticlesCam, FUI_SendMessage(SParticlesCamBGR, M_GETVALUE), FUI_SendMessage(SParticlesCamBGG, M_GETVALUE), FUI_SendMessage(SParticlesCamBGB, M_GETVALUE)
Global ParticlesPreviewPitch#, ParticlesPreviewYaw#, ParticlesPreviewDistance# = 20.0
; General options
;old
;TabParticles = FUI_Tab(TParticles, 630, 200, 330, 270)
;new
;TabParticles = FUI_Tab(TParticles, GUE_width - 394, 200, 330, 270)
;TParticlesGeneral = FUI_TabPage(TabParticles, "General settings")
;TParticlesColours = FUI_TabPage(TabParticles, "Colouring")
TParticlesGeneral = FUI_GroupBox(TParticles, GUE_width - 394, 200, 310, 270, "General settings")
FUI_Label(TParticlesGeneral, 10, 12, "Maximum particles:")
Global SParticlesMax = FUI_Spinner(TParticlesGeneral, 210, 10, 90, 20, 1, 10000, 200, 1, DTYPE_INTEGER)
FUI_Label(TParticlesGeneral, 10, 42, "Spawn rate:")
Global SParticlesRate = FUI_Spinner(TParticlesGeneral, 210, 40, 90, 20, 1, 200, 2, 1, DTYPE_INTEGER)
FUI_Label(TParticlesGeneral, 10, 72, "Particle lifespan:")
Global SParticlesLife = FUI_Spinner(TParticlesGeneral, 210, 70, 90, 20, 1, 1000, 100, 1, DTYPE_INTEGER)
FUI_Label(TParticlesGeneral, 10, 102, "Initial size:")
Global SParticlesSize = FUI_Spinner(TParticlesGeneral, 210, 100, 90, 20, 0.01, 100.0, 1.0, 0.01, DTYPE_FLOAT)
FUI_Label(TParticlesGeneral, 10, 132, "Size change:")
Global SParticlesSizeChange = FUI_Spinner(TParticlesGeneral, 210, 130, 90, 20, -10.0, 10.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(TParticlesGeneral, 10, 162, "Blend mode:")
Global CParticlesBlend = FUI_ComboBox(TParticlesGeneral, 210, 160, 90, 20)
FUI_ComboBoxItem(CParticlesBlend, "Normal")
FUI_ComboBoxItem(CParticlesBlend, "Multiply")
FUI_ComboBoxItem(CParticlesBlend, "Add")
FUI_Label(TParticlesGeneral, 10, 192, "Initial alpha:")
Global SParticlesAlpha = FUI_Spinner(TParticlesGeneral, 210, 190, 90, 20, 0.0, 1.0, 1.0, 0.001, DTYPE_FLOAT)
FUI_Label(TParticlesGeneral, 10, 222, "Alpha change:")
Global SParticlesAlphaChange = FUI_Spinner(TParticlesGeneral, 210, 220, 90, 20, -1.0, 1.0, 0.0, 0.001, DTYPE_FLOAT)
TParticlesColours = FUI_GroupBox(TParticles, GUE_width - 394, 480, 310, 210, "Colouring")
FUI_Label(TParticlesColours, 10, 12, "Initial red:")
Global SParticlesStartR = FUI_Spinner(TParticlesColours, 210, 10, 90, 20, 0, 255, 0, 1, DTYPE_INTEGER)
FUI_Label(TParticlesColours, 10, 42, "Initial green:")
Global SParticlesStartG = FUI_Spinner(TParticlesColours, 210, 40, 90, 20, 0, 255, 0, 1, DTYPE_INTEGER)
FUI_Label(TParticlesColours, 10, 72, "Initial blue:")
Global SParticlesStartB = FUI_Spinner(TParticlesColours, 210, 70, 90, 20, 0, 255, 0, 1, DTYPE_INTEGER)
FUI_Label(TParticlesColours, 10, 102, "Red change:")
Global SParticlesChangeR = FUI_Spinner(TParticlesColours, 210, 100, 90, 20, -50.0, 50.0, 0, 0.5, DTYPE_FLOAT)
FUI_Label(TParticlesColours, 10, 132, "Green change:")
Global SParticlesChangeG = FUI_Spinner(TParticlesColours, 210, 130, 90, 20, -50.0, 50.0, 0, 0.5, DTYPE_FLOAT)
FUI_Label(TParticlesColours, 10, 162, "Blue change:")
Global SParticlesChangeB = FUI_Spinner(TParticlesColours, 210, 160, 90, 20, -50.0, 50.0, 0, 0.5, DTYPE_FLOAT)
; Texture options
GTexture = FUI_GroupBox(TParticles, 10, GUE_height - 273, 170, 190, "Animated texture options")
FUI_Label(GTexture, 10, 12, "Frames across:")
Global SParticlesTexAcross = FUI_Spinner(GTexture, 100, 10, 60, 20, 1, 50, 1, 1, DTYPE_INTEGER)
FUI_Label(GTexture, 10, 42, "Frames down:")
Global SParticlesTexDown = FUI_Spinner(GTexture, 100, 40, 60, 20, 1, 50, 1, 1, DTYPE_INTEGER)
FUI_Label(GTexture, 10, 72, "Animation speed:")
Global SParticlesTexSpeed = FUI_Spinner(GTexture, 100, 70, 60, 20, 0, 100, 1, 1, DTYPE_INTEGER, "%")
Global BParticlesRandFrame = FUI_CheckBox(GTexture, 10, 102, "Start on random frame")
; Shape options
GShape = FUI_GroupBox(TParticles, 190, GUE_height - 273, 310, 190, "Shape options")
FUI_Label(GShape, 10, 12, "Emitter shape:")
Global CParticlesShape = FUI_ComboBox(GShape, 150, 10, 150, 20)
FUI_ComboBoxItem(CParticlesShape, "Sphere")
FUI_ComboBoxItem(CParticlesShape, "Cylinder")
FUI_ComboBoxItem(CParticlesShape, "Box")
FUI_Label(GShape, 10, 42, "Cylinder axis:")
Global CParticlesAxis = FUI_ComboBox(GShape, 150, 40, 150, 20)
FUI_ComboBoxItem(CParticlesAxis, "X axis")
FUI_ComboBoxItem(CParticlesAxis, "Y axis")
FUI_ComboBoxItem(CParticlesAxis, "Z axis")
FUI_Label(GShape, 10, 72, "Width:")
Global SParticlesWidth = FUI_Spinner(GShape, 50, 70, 60, 20, 0.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(GShape, 10, 102, "Height:")
Global SParticlesHeight = FUI_Spinner(GShape, 50, 100, 60, 20, 0.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(GShape, 10, 132, "Depth:")
Global SParticlesDepth = FUI_Spinner(GShape, 50, 130, 60, 20, 0.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(GShape, 170, 72, "Inner radius:")
Global SParticlesMinRadius = FUI_Spinner(GShape, 240, 70, 60, 20, 0.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(GShape, 170, 102, "Outer radius:")
Global SParticlesMaxRadius = FUI_Spinner(GShape, 240, 100, 60, 20, 0.1, 500.0, 10.0, 0.01, DTYPE_FLOAT)
; Velocity/force options
;old
;TabParticles = FUI_Tab(TParticles, 510, 480, 450, 185)
;new
;TabParticles = FUI_Tab(TParticles, 510, GUE_height - 288, 450, 185)
;TParticlesVelocity = FUI_TabPage(TabParticles, "Velocity")
;TParticlesForce = FUI_TabPage(TabParticles, "Forces")
TParticlesVelocity = FUI_GroupBox(TParticles, 510, GUE_height - 273, 330, 190, "Velocity")
FUI_Label(TParticlesVelocity, 10, 22, "Velocity shaping:")
Global CParticlesVelocityShape = FUI_ComboBox(TParticlesVelocity, 100, 20, 150, 20)
FUI_ComboBoxItem(CParticlesVelocityShape, "None")
FUI_ComboBoxItem(CParticlesVelocityShape, "Shaped")
FUI_ComboBoxItem(CParticlesVelocityShape, "Strictly shaped")
FUI_Label(TParticlesVelocity, 10, 62, "X velocity:")
Global SParticlesVelocityX = FUI_Spinner(TParticlesVelocity, 70, 60, 60, 20, -500.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(TParticlesVelocity, 10, 92, "Y velocity:")
Global SParticlesVelocityY = FUI_Spinner(TParticlesVelocity, 70, 90, 60, 20, -500.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(TParticlesVelocity, 10, 122, "Z velocity:")
Global SParticlesVelocityZ = FUI_Spinner(TParticlesVelocity, 70, 120, 60, 20, -500.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(TParticlesVelocity, 170, 62, "X randomisation:")
Global SParticlesVelocityRX = FUI_Spinner(TParticlesVelocity, 260, 60, 60, 20, -500.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(TParticlesVelocity, 170, 92, "Y randomisation:")
Global SParticlesVelocityRY = FUI_Spinner(TParticlesVelocity, 260, 90, 60, 20, -500.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
FUI_Label(TParticlesVelocity, 170, 122, "Z randomisation:")
Global SParticlesVelocityRZ = FUI_Spinner(TParticlesVelocity, 260, 120, 60, 20, -500.0, 500.0, 0.0, 0.01, DTYPE_FLOAT)
TParticlesForce = FUI_GroupBox(TParticles, 850, GUE_height - 273, 400, 190, "Forces")
FUI_Label(TParticlesForce, 10, 22, "Force shaping:")
Global CParticlesForceShape = FUI_ComboBox(TParticlesForce, 100, 20, 150, 20)
FUI_ComboBoxItem(CParticlesForceShape, "Linear")
FUI_ComboBoxItem(CParticlesForceShape, "Spherical")
FUI_Label(TParticlesForce, 10, 62, "X force:")
Global SParticlesForceX = FUI_Spinner(TParticlesForce, 70, 60, 90, 20, -500.0, 500.0, 0.0, 0.001, DTYPE_FLOAT)
FUI_Label(TParticlesForce, 10, 92, "Y force:")
Global SParticlesForceY = FUI_Spinner(TParticlesForce, 70, 90, 90, 20, -500.0, 500.0, 0.0, 0.001, DTYPE_FLOAT)
FUI_Label(TParticlesForce, 10, 122, "Z force:")
Global SParticlesForceZ = FUI_Spinner(TParticlesForce, 70, 120, 90, 20, -500.0, 500.0, 0.0, 0.001, DTYPE_FLOAT)
FUI_Label(TParticlesForce, 200, 62, "X force modifier:")
Global SParticlesForceModX = FUI_Spinner(TParticlesForce, 290, 60, 90, 20, -500.0, 500.0, 0.0, 0.001, DTYPE_FLOAT)
FUI_Label(TParticlesForce, 200, 92, "Y force modifier:")
Global SParticlesForceModY = FUI_Spinner(TParticlesForce, 290, 90, 90, 20, -500.0, 500.0, 0.0, 0.001, DTYPE_FLOAT)
FUI_Label(TParticlesForce, 200, 122, "Z force modifier:")
Global SParticlesForceModZ = FUI_Spinner(TParticlesForce, 290, 120, 90, 20, -500.0, 500.0, 0.0, 0.001, DTYPE_FLOAT)
; Preview emitter
Global ParticlesEmitter, ParticlesConfig
UpdateParticlesPreview()
UpdateParticlesPreviewCam()
If ParticlesEmitter <> 0 Then RP_HideEmitter(ParticlesEmitter)
; Combat gadgets --------------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating combat tab")
BDamageTypesSave = FUI_Button(TDamageTypes, 20, 20, 110, 20, "Save damage types")
FUI_Label(TDamageTypes, 20, 70, "You may specify up to 20 damage types below:")
Dim TDamageType(19)
For i = 0 To 19
TDamageType(i) = FUI_TextBox(TDamageTypes, 20, 110 + (i * 25), 250, 20)
If DamageTypes$(i) <> ""
FUI_SendMessage(TDamageType(i), M_SETCAPTION, DamageTypes$(i))
EndIf
Next
F = ReadFile("Data\Server Data\Misc.dat")
If F = 0 Then RuntimeError("Could not open Data\Server Data\Misc.dat!")
SeekFile F, 9
CombatDelay = ReadShort(F)
CombatFormula = ReadByte(F)
WeaponDamage = ReadByte(F)
ArmourDamage = ReadByte(F)
CombatRatingAdjust = ReadByte(F)
CloseFile(F)
G = FUI_GroupBox(TDamageTypes, 350, 70, 460, 220, "Combat Options")
FUI_Label(G, 10, 17, "Combat delay: ")
SCombatDelay = FUI_Spinner(G, 90, 15, 140, 20, 0, 20000, CombatDelay, 1, DTYPE_INTEGER, " milliseconds")
BDamageWeapon = FUI_CheckBox(G, 10, 47, "Damage weapons when used")
FUI_SendMessage(BDamageWeapon, M_SETCHECKED, WeaponDamage)
BDamageArmour = FUI_CheckBox(G, 10, 77, "Damage armour when hit")
FUI_SendMessage(BDamageArmour, M_SETCHECKED, ArmourDamage)
FUI_Label(G, 10, 107, "Combat formula:")
CCombatFormula = FUI_ComboBox(G, 100, 105, 350, 20)
FUI_ComboBoxItem(CCombatFormula, "Normal formula")
FUI_ComboBoxItem(CCombatFormula, "No strength bonus or penalty")
FUI_ComboBoxItem(CCombatFormula, "High damage, high defence")
FUI_ComboBoxItem(CCombatFormula, "Use the Attack script (Advanced)")
FUI_SendMessage(CCombatFormula, M_SETINDEX, CombatFormula)
FUI_Label(G, 10, 142, "Damage information:")
CCombatInfoStyle = FUI_ComboBox(G, 120, 140, 110, 20)
FUI_ComboBoxItem(CCombatInfoStyle, "None")
FUI_ComboBoxItem(CCombatInfoStyle, "Chat message")
FUI_ComboBoxItem(CCombatInfoStyle, "Floating number")
F = ReadFile("Data\Game Data\Combat.dat")
If F = 0 Then RuntimeError("Could not open Data\Game Data\Combat.dat!")
SeekFile F, 2
CombatInfoStyle = ReadShort(F)
CloseFile(F)
FUI_SendMessage(CCombatInfoStyle, M_SETINDEX, CombatInfoStyle)
FUI_Label(G, 10, 172, "Faction rating hit after kill:")
SCombatRatingAdjust = FUI_Spinner(G, 150, 170, 70, 20, 0, 5, CombatRatingAdjust, 1, DTYPE_INTEGER, "%")
; Projectiles gadgets ---------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating projectiles tab")
; Main
BProjNew = FUI_Button(TProjectiles, 20, 20, 100, 20, "New projectile")
BProjCopy = FUI_Button(TProjectiles, 150, 20, 100, 20, "Copy projectile")
BProjDelete = FUI_Button(TProjectiles, 280, 20, 100, 20, "Delete projectile")
BProjSave = FUI_Button(TProjectiles, 410, 20, 100, 20, "Save projectiles")
Global SelectedProj.Projectile
; Selection
FUI_Label(TProjectiles, 20, 62, "Current projectile:")
Global CProjSelected = FUI_ComboBox(TProjectiles, 120, 60, 330, 20, 10)
BProjPrev = FUI_Button(TProjectiles, 540, 60, 25, 20, "<<") : FUI_ToolTip(BProjPrev, "Previous projectile")
BProjNext = FUI_Button(TProjectiles, 600, 60, 25, 20, ">>") : FUI_ToolTip(BProjNext, "Next projectile")
For P.Projectile = Each Projectile
Item = FUI_ComboBoxItem(CProjSelected, P\Name$)
FUI_SendMessage(Item, M_SETDATA, P\ID)
Next
If TotalProjectiles = 0
FUI_ComboBoxItem(CProjSelected, "No projectiles created...")
FUI_SendMessage(CProjSelected, M_SETINDEX, 1)
FUI_SendMessage(CProjSelected, M_DELETEINDEX, 1)
EndIf
; Properties
G = FUI_GroupBox(TProjectiles, 20, 100, 610, 340, "Projectile properties")
FUI_Label(G, 10, 22, "Projectile name:")
Global TProjName = FUI_TextBox(G, 100, 20, 320, 20)
Global LProjMesh = FUI_Label(G, 10, 52, "Projectile mesh: [NONE]")
Global BProjMesh = FUI_Button(G, 350, 50, 90, 20, "Change")
Global BProjMeshN = FUI_Button(G, 450, 50, 90, 20, "None")
FUI_Label(G, 10, 82, "Emitter 1:")
Global CProjEmitter1 = FUI_ComboBox(G, 75, 80, 200, 20, 10)
Global LProjTex1 = FUI_Label(G, 10, 102, "Emitter texture: [NONE]")
Global BProjTex1 = FUI_Button(G, 350, 100, 90, 20, "Change")
FUI_Label(G, 10, 132, "Emitter 2:")
Global CProjEmitter2 = FUI_ComboBox(G, 75, 130, 200, 20, 10)
Global LProjTex2 = FUI_Label(G, 10, 152, "Emitter texture: [NONE]")
Global BProjTex2 = FUI_Button(G, 350, 150, 90, 20, "Change")
FUI_ComboBoxItem(CProjEmitter1, "None")
FUI_ComboBoxItem(CProjEmitter2, "None")
For C.RP_EmitterConfig = Each RP_EmitterConfig
Item = FUI_ComboBoxItem(CProjEmitter1, C\Name$) : FUI_SendMessage(Item, M_SETDATA, Handle(C))
Item = FUI_ComboBoxItem(CProjEmitter2, C\Name$) : FUI_SendMessage(Item, M_SETDATA, Handle(C))
Next
Global BProjHoming = FUI_CheckBox(G, 10, 180, "Projectile homes in on target")
FUI_Label(G, 10, 202, "Chance to hit:")
Global SProjHitChance = FUI_Spinner(G, 100, 200, 90, 20, 1, 100, 0, 1, DTYPE_INTEGER, "%")
FUI_Label(G, 10, 232, "Damage:")
Global SProjDamage = FUI_Spinner(G, 100, 230, 90, 20, 0, 5000, 0, 1, DTYPE_INTEGER)
FUI_Label(G, 10, 262, "Damage type:")
Global CProjDamageType = FUI_ComboBox(G, 100, 260, 200, 20, 6)
For i = 0 To 19
If DamageTypes$(i) <> ""
Item = FUI_ComboBoxItem(CProjDamageType, DamageTypes$(i))
FUI_SendMessage(Item, M_SETDATA, i)
EndIf
Next
FUI_Label(G, 10, 292, "Movement speed:")
Global SProjSpeed = FUI_Spinner(G, 100, 290, 90, 20, 1, 100, 0, 1, DTYPE_INTEGER, "%")
; Init display
FUI_SendMessage(CProjSelected, M_SETINDEX, 1)
UpdateProjectileDisplay()
; Factions gadgets ------------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating factions tab")
BFactionSave = FUI_Button(TFactions, 20, 20, 100, 20, "Save factions")
FUI_Label(TFactions, 20, 70, "You may add up to 100 factions below:")
Global LFactions = FUI_ListBox(TFactions, 20, 100, 250, 310)
BFactionAdd = FUI_Button(TFactions, 20, 430, 90, 20, "New faction")
BFactionDelete = FUI_Button(TFactions, 130, 430, 90, 20, "Remove faction")
FUI_Label(TFactions, 350, 112, "Rename this faction:")
Global TFactionName = FUI_TextBox(TFactions, 455, 110, 250, 20, 30)
FUI_Label(TFactions, 350, 162, "Adjust this faction's rating with:")
Global CFactionRating = FUI_ComboBox(TFactions, 510, 160, 250, 20, 10)
FUI_Label(TFactions, 350, 192, "This faction's rating with that faction is:")
Global SFactionRating = FUI_Spinner(TFactions, 550, 190, 90, 20, -100, 100, 0, 1, DTYPE_INTEGER, "%")
Global LFactionRatingInverse = FUI_Label(TFactions, 350, 222, "That faction's rating with this faction is 0%")
For i = 0 To 99
If FactionNames$(i) <> ""
Item = FUI_ComboBoxItem(CFactionRating, FactionNames$(i)) : FUI_SendMessage(Item, M_SETDATA, i)
Item = FUI_ListBoxItem(LFactions, FactionNames$(i)) : FUI_SendMessage(Item, M_SETDATA, i)
EndIf
Next
; Animation set gadgets -------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating animations tab")
BAnimsSave = FUI_Button(TAnimSets, 20, 20, 120, 20, "Save animation sets")
FUI_Label(TAnimSets, 20, 70, "You may add any number of animation sets below:")
LAnimSets = FUI_ListBox(TAnimSets, 20, 100, 250, 310)
For AS.AnimSet = Each AnimSet
Item = FUI_ListBoxItem(LAnimSets, AS\Name$) : FUI_SendMessage(Item, M_SETDATA, AS\ID)
Next
BAnimSetAdd = FUI_Button(TAnimSets, 20, 430, 110, 20, "New animation set")
BAnimSetDelete = FUI_Button(TAnimSets, 150, 430, 120, 20, "Remove animation set")
BAnimSetCopy = FUI_Button(TAnimSets, 20, 460, 110, 20, "Copy animation set")
FUI_Label(TAnimSets, 350, 112, "Rename set:")
TAnimSetName = FUI_TextBox(TAnimSets, 425, 110, 250, 20, 30)
FUI_Label(TAnimSets, 350, 142, "Animations in set:")
LAnims = FUI_ListBox(TAnimSets, 350, 160, 250, 250)
BAnimAdd = FUI_Button(TAnimSets, 350, 430, 110, 20, "Add animation")
BAnimDelete = FUI_Button(TAnimSets, 480, 430, 110, 20, "Remove animation")
FUI_Label(TAnimSets, 640, 172, "Rename animation:")
TAnimName = FUI_TextBox(TAnimSets, 640, 190, 200, 20, 30)
FUI_Label(TAnimSets, 640, 220, "Animation start frame:")
TAnimStart = FUI_TextBox(TAnimSets, 650, 240, 90, 20, 5)
FUI_Label(TAnimSets, 640, 270, "Animation end frame:")
TAnimEnd = FUI_TextBox(TAnimSets, 650, 290, 90, 20, 5)
FUI_Label(TAnimSets, 640, 320, "Animation speed:")
SAnimSpeed = FUI_Spinner(TAnimSets, 650, 340, 90, 20, 1, 1000, 0, 1, DTYPE_INTEGER, "%")
; Attributes gadgets ----------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating attributes tab")
BAttributeSave = FUI_Button(TAttributes, 20, 20, 100, 20, "Save attributes")
BSetFixedAttributes = FUI_Button(TAttributes, 150, 20, 120, 20, "Set fixed attributes")
FUI_Label(TAttributes, 20, 70, "You may add up to 40 attributes below:")
LAttribute = FUI_ListBox(TAttributes, 20, 100, 250, 310)
For i = 0 To 39
If AttributeNames$(i) <> ""
Item = FUI_ListBoxItem(LAttribute, AttributeNames$(i)) : FUI_SendMessage(Item, M_SETDATA, i)
EndIf
Next
BAttributeAdd = FUI_Button(TAttributes, 20, 430, 90, 20, "New attribute")
BAttributeDelete = FUI_Button(TAttributes, 130, 430, 100, 20, "Remove attribute")
FUI_Label(TAttributes, 350, 112, "Rename attribute:")
TAttributeName = FUI_TextBox(TAttributes, 440, 110, 250, 20, 20)
BAttributeSkill = FUI_CheckBox(TAttributes, 350, 142, "Attribute is a skill")
BAttributeHidden = FUI_CheckBox(TAttributes, 350, 172, "Hide attribute from players")
FUI_Label(TAttributes, 20, 472, "Assignable attribute points available at character creation:")
SAttributeAssignment = FUI_Spinner(TAttributes, 320, 470, 90, 20, 0, 100, AttributeAssignment, 1, DTYPE_INTEGER)
; Actors gadgets --------------------------------------------------------------------------------------------------------------------
updateSplashScreen("Creating actors tab")
; Main
BActorNew = FUI_Button(TActors, 20, 20, 100, 20, "New actor")
BActorCopy = FUI_Button(TActors, 150, 20, 100, 20, "Copy actor")
BActorDelete = FUI_Button(TActors, 280, 20, 100, 20, "Delete actor")
BActorSave = FUI_Button(TActors, 410, 20, 100, 20, "Save actors")
Global SelectedActor.Actor
; Selection
FUI_Label(TActors, 20, 62, "Current actor:")
Global CActorSelected = FUI_ComboBox(TActors, 100, 60, 400, 20, 25)
BActorPrev = FUI_Button(TActors, 520, 60, 25, 20, "<<") : FUI_ToolTip(BActorPrev, "Previous actor")
BActorNext = FUI_Button(TActors, 580, 60, 25, 20, ">>") : FUI_ToolTip(BActorNext, "Next actor")
TabActors = FUI_Tab(TActors, 20, 100, GUE_width - 60, 543)
TActorsDescription = FUI_TabPage(TabActors, "Description")
TActorsGeneral = FUI_TabPage(TabActors, "General")
TActorsAppearance = FUI_TabPage(TabActors, "Appearance")
;TActorsAttributes = FUI_TabPage(TabActors, "Attributes")
;TActorsPreview = FUI_TabPage(TabActors, "Preview")
For At.Actor = Each Actor
Item = FUI_ComboBoxItem(CActorSelected, At\Race$ + " [" + At\Class$ + "]")
FUI_SendMessage(Item, M_SETDATA, At\ID)
Next
If TotalActors = 0
FUI_ComboBoxItem(CActorSelected, "No actors created...")
FUI_SendMessage(CActorSelected, M_SETINDEX, 1)
FUI_SendMessage(CActorSelected, M_DELETEINDEX, 1)
EndIf
; Description
Global LActorID = FUI_Label(TActorsDescription, 20, 22, "Actor ID: Nothing selected")
FUI_Label(TActorsDescription, 20, 52, "Actor race:")
Global TActorRace = FUI_TextBox(TActorsDescription, 120, 50, 200, 20, 35)
FUI_Label(TActorsDescription, 20, 82, "Actor class:")
Global TActorClass = FUI_TextBox(TActorsDescription, 120, 80, 200, 20, 35)
FUI_Label(TActorsDescription, 20, 112, "Actor description:")
Global TActorBlurb = FUI_TextBox(TActorsDescription, 120, 110, 600, 20, 100)
FUI_Label(TActorsDescription, 20, 142, "Genders:")
Global CActorGenders = FUI_ComboBox(TActorsDescription, 120, 140, 120, 20)
FUI_ComboBoxItem(CActorGenders, "Male and female")
FUI_ComboBoxItem(CActorGenders, "Male only")
FUI_ComboBoxItem(CActorGenders, "Female only")
FUI_ComboBoxItem(CActorGenders, "No gender")
FUI_Label(TActorsDescription, 20, 172, "Home faction:")
Global CActorFaction = FUI_ComboBox(TActorsDescription, 120, 170, 250, 20, 10)
For i = 0 To 99
If FactionNames$(i) <> ""
Item = FUI_ComboBoxItem(CActorFaction, FactionNames$(i)) : FUI_SendMessage(Item, M_SETDATA, i)
EndIf
Next
; General
FUI_Label(TActorsGeneral, 20, 22, "Aggressiveness:")
Global CActorAttacks = FUI_ComboBox(TActorsGeneral, 120, 20, 110, 20)
FUI_ComboBoxItem(CActorAttacks, "Passive")
FUI_ComboBoxItem(CActorAttacks, "Defensive")
FUI_ComboBoxItem(CActorAttacks, "Always attacks")
FUI_ComboBoxItem(CActorAttacks, "Non-combatant")
FUI_Label(TActorsGeneral, 260, 22, "Attack range:")
Global SActorAttackRange = FUI_Spinner(TActorsGeneral, 340, 20, 90, 20, 0, 5000, 1, 1, DTYPE_INTEGER)
FUI_Label(TActorsGeneral, 20, 52, "Trade Mode:")
Global CActorTrades = FUI_ComboBox(TActorsGeneral, 120, 50, 110, 20)
FUI_ComboBoxItem(CActorTrades, "No trading")
FUI_ComboBoxItem(CActorTrades, "Pack animal")
FUI_ComboBoxItem(CActorTrades, "Salesman")
FUI_Label(TActorsGeneral, 20, 82, "Environment type:")
Global CActorEnviro = FUI_ComboBox(TActorsGeneral, 120, 80, 110, 20)
FUI_ComboBoxItem(CActorEnviro, "Normal")
FUI_ComboBoxItem(CActorEnviro, "Swimming only")
FUI_ComboBoxItem(CActorEnviro, "Flying")
FUI_ComboBoxItem(CActorEnviro, "Walking only")
FUI_Label(TActorsGeneral, 20, 112, "Start area:")
Global CActorStartArea = FUI_ComboBox(TActorsGeneral, 120, 110, 110, 20, 10)
For Ar.Area = Each Area
FUI_ComboBoxItem(CActorStartArea, Ar\Name$)
Next
FUI_Label(TActorsGeneral, 260, 112, "Start portal:")
Global TActorStartPortal = FUI_TextBox(TActorsGeneral, 340, 110, 90, 20)
FUI_Label(TActorsGeneral, 20, 142, "XP multiplier:")
Global SActorXPMultiplier = FUI_Spinner(TActorsGeneral, 120, 140, 90, 20, 1, 1000, 1, 1, DTYPE_INTEGER)
Global BActorPlayable = FUI_CheckBox(TActorsGeneral, 20, 172, "Actor is playable")
Global BActorRideable = FUI_CheckBox(TActorsGeneral, 20, 192, "Actor can be ridden")
FUI_Label(TActorsGeneral, 20, 222, "Male animation set:")
Global CActorMAnim = FUI_ComboBox(TActorsGeneral, 140, 220, 150, 20, 8)
FUI_Label(TActorsGeneral, 20, 252, "Female animation set:")
Global CActorFAnim = FUI_ComboBox(TActorsGeneral, 140, 250, 150, 20, 8)
For AS.AnimSet = Each AnimSet
Item = FUI_ComboBoxItem(CActorMAnim, AS\Name$) : FUI_SendMessage(Item, M_SETDATA, AS\ID)
Item = FUI_ComboBoxItem(CActorFAnim, AS\Name$) : FUI_SendMessage(Item, M_SETDATA, AS\ID)
Next
FUI_Label(TActorsGeneral, 20, 302, "Male sounds:")
Global LActorMSpeech = FUI_Label(TActorsGeneral, 200, 332, "[NONE]", ALIGN_CENTER)
Global CActorMSpeech = FUI_ComboBox(TActorsGeneral, 100, 300, 100, 20)
Global BActorMSpeech = FUI_Button(TActorsGeneral, 205, 300, 75, 20, "Change")
Global BActorMSpeechN = FUI_Button(TActorsGeneral, 285, 300, 75, 20, "None")
FUI_Label(TActorsGeneral, 20, 362, "Female sounds:")
Global LActorFSpeech = FUI_Label(TActorsGeneral, 200, 392, "[NONE]", ALIGN_CENTER)
Global CActorFSpeech = FUI_ComboBox(TActorsGeneral, 100, 360, 100, 20)
Global BActorFSpeech = FUI_Button(TActorsGeneral, 205, 360, 75, 20, "Change")
Global BActorFSpeechN = FUI_Button(TActorsGeneral, 285, 360, 75, 20, "None")
FUI_ComboBoxItem(CActorMSpeech, "Greeting 1") : FUI_ComboBoxItem(CActorFSpeech, "Greeting 1")
FUI_ComboBoxItem(CActorMSpeech, "Greeting 2") : FUI_ComboBoxItem(CActorFSpeech, "Greeting 2")
FUI_ComboBoxItem(CActorMSpeech, "Goodbye 1") : FUI_ComboBoxItem(CActorFSpeech, "Goodbye 1")
FUI_ComboBoxItem(CActorMSpeech, "Goodbye 2") : FUI_ComboBoxItem(CActorFSpeech, "Goodbye 2")
FUI_ComboBoxItem(CActorMSpeech, "Attack 1") : FUI_ComboBoxItem(CActorFSpeech, "Attack 1")
FUI_ComboBoxItem(CActorMSpeech, "Attack 2") : FUI_ComboBoxItem(CActorFSpeech, "Attack 2")
FUI_ComboBoxItem(CActorMSpeech, "Ouch 1") : FUI_ComboBoxItem(CActorFSpeech, "Ouch 1")
FUI_ComboBoxItem(CActorMSpeech, "Ouch 2") : FUI_ComboBoxItem(CActorFSpeech, "Ouch 2")
FUI_ComboBoxItem(CActorMSpeech, "Help!") : FUI_ComboBoxItem(CActorFSpeech, "Help!")
FUI_ComboBoxItem(CActorMSpeech, "Death") : FUI_ComboBoxItem(CActorFSpeech, "Death")
FUI_ComboBoxItem(CActorMSpeech, "Dry Footstep") : FUI_ComboBoxItem(CActorFSpeech, "Dry Footstep")
FUI_ComboBoxItem(CActorMSpeech, "Wet Footstep") : FUI_ComboBoxItem(CActorFSpeech, "Wet Footstep")
FUI_SendMessage(CActorMSpeech, M_SETINDEX, 1) : FUI_SendMessage(CActorFSpeech, M_SETINDEX, 1)
FUI_Label(TActorsGeneral, 20, 422, "Inventory slot:")
Global CActorSlotAllowed = FUI_ComboBox(TActorsGeneral, 100, 420, 150, 20, 8)
Global BActorSlotAllowed = FUI_CheckBox(TActorsGeneral, 260, 422, "Disabled")
FUI_ComboBoxItem(CActorSlotAllowed, "Weapon")
FUI_ComboBoxItem(CActorSlotAllowed, "Shield")
FUI_ComboBoxItem(CActorSlotAllowed, "Hat")
FUI_ComboBoxItem(CActorSlotAllowed, "Chest")
FUI_ComboBoxItem(CActorSlotAllowed, "Hand")
FUI_ComboBoxItem(CActorSlotAllowed, "Belt")
FUI_ComboBoxItem(CActorSlotAllowed, "Legs")
FUI_ComboBoxItem(CActorSlotAllowed, "Feet")
FUI_ComboBoxItem(CActorSlotAllowed, "Ring")
FUI_ComboBoxItem(CActorSlotAllowed, "Amulet")
FUI_ComboBoxItem(CActorSlotAllowed, "Backpack")
FUI_SendMessage(CActorSlotAllowed, M_SETINDEX, 1)
; Appearance
Global LActorMBodyMesh = FUI_Label(TActorsAppearance, 20, 22, "Male Body Mesh: ")
Global BActorMBodyMesh = FUI_Button(TActorsAppearance, 350, 20, 75, 20, "Change")
Global LActorFBodyMesh = FUI_Label(TActorsAppearance, 20, 312, "Female Body Mesh: ")
Global BActorFBodyMesh = FUI_Button(TActorsAppearance, 350, 310, 75, 20, "Change")
;Male Hair
Global CActorMHairMesh = FUI_ComboBox(TActorsAppearance, 20, 50, 50, 20)
FUI_ComboBoxItem(CActorMHairMesh, "1st") : FUI_ComboBoxItem(CActorMHairMesh, "2nd") : FUI_ComboBoxItem(CActorMHairMesh, "3rd")
FUI_ComboBoxItem(CActorMHairMesh, "4th") : FUI_ComboBoxItem(CActorMHairMesh, "5th")
FUI_SendMessage(CActorMHairMesh, M_SETINDEX, 1)
Global LActorMHairMesh = FUI_Label(TActorsAppearance, 80, 52, "Male Hair Mesh: ")
Global BActorMHairMesh = FUI_Button(TActorsAppearance, 330, 50, 75, 20, "Change")
Global BActorMHairMeshN = FUI_Button(TActorsAppearance, 410, 50, 20, 20, "N")
;Female Hair
Global CActorFHairMesh = FUI_ComboBox(TActorsAppearance, 20, 340, 50, 20)
FUI_ComboBoxItem(CActorFHairMesh, "1st") : FUI_ComboBoxItem(CActorFHairMesh, "2nd") : FUI_ComboBoxItem(CActorFHairMesh, "3rd")
FUI_ComboBoxItem(CActorFHairMesh, "4th") : FUI_ComboBoxItem(CActorFHairMesh, "5th")
FUI_SendMessage(CActorFHairMesh, M_SETINDEX, 1)
Global LActorFHairMesh = FUI_Label(TActorsAppearance, 80, 342, "Female Hair Mesh: ")
Global BActorFHairMesh = FUI_Button(TActorsAppearance, 330, 340, 75, 20, "Change")
Global BActorFHairMeshN = FUI_Button(TActorsAppearance, 410, 340, 20, 20, "N")
;Male Face
Global CActorMFaceTex = FUI_ComboBox(TActorsAppearance, 20, 80, 50, 20)
FUI_ComboBoxItem(CActorMFaceTex, "1st") : FUI_ComboBoxItem(CActorMFaceTex, "2nd") : FUI_ComboBoxItem(CActorMFaceTex, "3rd")
FUI_ComboBoxItem(CActorMFaceTex, "4th") : FUI_ComboBoxItem(CActorMFaceTex, "5th")
FUI_SendMessage(CActorMFaceTex, M_SETINDEX, 1)
Global LActorMFaceTex = FUI_Label(TActorsAppearance, 80, 82, "Male Face Texture: ")
Global BActorMFaceTex = FUI_Button(TActorsAppearance, 330, 80, 75, 20, "Change")
Global BActorMFaceTexN = FUI_Button(TActorsAppearance, 410, 80, 20, 20, "N")
;Female Face
Global CActorFFaceTex = FUI_ComboBox(TActorsAppearance, 20, 370, 50, 20)
FUI_ComboBoxItem(CActorFFaceTex, "1st") : FUI_ComboBoxItem(CActorFFaceTex, "2nd") : FUI_ComboBoxItem(CActorFFaceTex, "3rd")
FUI_ComboBoxItem(CActorFFaceTex, "4th") : FUI_ComboBoxItem(CActorFFaceTex, "5th")
FUI_SendMessage(CActorFFaceTex, M_SETINDEX, 1)
Global LActorFFaceTex = FUI_Label(TActorsAppearance, 80, 372, "Female Face Texture: ")
Global BActorFFaceTex = FUI_Button(TActorsAppearance, 330, 370, 75, 20, "Change")
Global BActorFFaceTexN = FUI_Button(TActorsAppearance, 410, 370, 20, 20, "N")
;Male body
Global CActorMBodyTex = FUI_ComboBox(TActorsAppearance, 20, 110, 50, 20)
FUI_ComboBoxItem(CActorMBodyTex, "1st") : FUI_ComboBoxItem(CActorMBodyTex, "2nd") : FUI_ComboBoxItem(CActorMBodyTex, "3rd")
FUI_ComboBoxItem(CActorMBodyTex, "4th") : FUI_ComboBoxItem(CActorMBodyTex, "5th")
FUI_SendMessage(CActorMBodyTex, M_SETINDEX, 1)
Global LActorMBodyTex = FUI_Label(TActorsAppearance, 80, 112, "Male Body Texture: ")
Global BActorMBodyTex = FUI_Button(TActorsAppearance, 330, 110, 75, 20, "Change")
Global BActorMBodyTexN = FUI_Button(TActorsAppearance, 410, 110, 20, 20, "N")
;Female Body
Global CActorFBodyTex = FUI_ComboBox(TActorsAppearance, 20, 400, 50, 20)
FUI_ComboBoxItem(CActorFBodyTex, "1st") : FUI_ComboBoxItem(CActorFBodyTex, "2nd") : FUI_ComboBoxItem(CActorFBodyTex, "3rd")
FUI_ComboBoxItem(CActorFBodyTex, "4th") : FUI_ComboBoxItem(CActorFBodyTex, "5th")
FUI_SendMessage(CActorFBodyTex, M_SETINDEX, 1)
Global LActorFBodyTex = FUI_Label(TActorsAppearance, 80, 402, "Female Body Texture: ")
Global BActorFBodyTex = FUI_Button(TActorsAppearance, 330, 400, 75, 20, "Change")
Global BActorFBodyTexN = FUI_Button(TActorsAppearance, 410, 400, 20, 20, "N")
;Male beard
Global CActorBeardMesh = FUI_ComboBox(TActorsAppearance, 20, 140, 50, 20)
FUI_ComboBoxItem(CActorBeardMesh, "1st") : FUI_ComboBoxItem(CActorBeardMesh, "2nd") : FUI_ComboBoxItem(CActorBeardMesh, "3rd")
FUI_ComboBoxItem(CActorBeardMesh, "4th") : FUI_ComboBoxItem(CActorBeardMesh, "5th")
FUI_SendMessage(CActorBeardMesh, M_SETINDEX, 1)
Global LActorBeardMesh = FUI_Label(TActorsAppearance, 80, 142, "Beard Mesh: ")
Global BActorBeardMesh = FUI_Button(TActorsAppearance, 330, 140, 75, 20, "Change")
Global BActorBeardMeshN = FUI_Button(TActorsAppearance, 410, 140, 20, 20, "N")
;Gubbins
Global CActorGubbinMesh = FUI_ComboBox(TActorsAppearance, 20, 190, 50, 20)
FUI_ComboBoxItem(CActorGubbinMesh, "1st") : FUI_ComboBoxItem(CActorGubbinMesh, "2nd") : FUI_ComboBoxItem(CActorGubbinMesh, "3rd")
FUI_ComboBoxItem(CActorGubbinMesh, "4th") : FUI_ComboBoxItem(CActorGubbinMesh, "5th") : FUI_ComboBoxItem(CActorGubbinMesh, "6th")
FUI_SendMessage(CActorGubbinMesh, M_SETINDEX, 1)
Global LActorGubbinMesh = FUI_Label(TActorsAppearance, 80, 192, "Gubbin Mesh: ")
Global BActorGubbinMesh = FUI_Button(TActorsAppearance, 330, 190, 75, 20, "Change")
Global BActorGubbinMeshN = FUI_Button(TActorsAppearance, 410, 190, 20, 20, "N")
Global LActorBlood = FUI_Label(TActorsAppearance, 20, 222, "Blood texture: ")
Global BActorBlood = FUI_Button(TActorsAppearance, 330, 220, 75, 20, "Change")
FUI_Label(TActorsAppearance, 20, 252, "Actor scale:")
Global SActorScale = FUI_Spinner(TActorsAppearance, 90, 250, 90, 20, 1, 1000, 0, 1, DTYPE_INTEGER, "%")