<interface_config> <root id="outgame" x="0" y="0" w="800" h="600" active="false" /> <variable entry="UI:TEMP:APPEARCLICKSEX" type="sint64" value="-1"/> <variable entry="UI:TEMP:APPEARCLICKBFC" type="sint64" value="-1"/> <!-- 0-body 1-face 2-clothes --> <variable entry="UI:TEMP:APPEARCLICKTMPBFC" type="sint64" value="-1"/> <variable entry="UI:TEMP:APPEARCHOICE" type="sint64" value="-1"/> <variable entry="UI:TEMP:HAIRCUT" type="sint64" value="1" /> <!-- appear init --> <proc id="proc_appear_big_buttons_on" > <action handler="set" params="target_property=ui:outgame:appear:female2:active|value=1" /> <action handler="set" params="target_property=ui:outgame:appear:male2:active|value=1" /> </proc> <proc id="import_fyros"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D|dbsrc=UI:TEMP:CHAR3DFYROS" /> </proc> <proc id="import_matis"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D|dbsrc=UI:TEMP:CHAR3DMATIS" /> </proc> <proc id="import_tryker"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D|dbsrc=UI:TEMP:CHAR3DTRYKER" /> </proc> <proc id="import_zorai"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D|dbsrc=UI:TEMP:CHAR3DZORAI" /> </proc> <proc id="export_fyros"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3DFYROS|dbsrc=UI:TEMP:CHAR3D" /> <action handler="set" params="dblink=UI:TEMP:CHAR3DFYROS:PEOPLE|value=0" /> </proc> <proc id="export_matis"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3DMATIS|dbsrc=UI:TEMP:CHAR3D" /> <action handler="set" params="dblink=UI:TEMP:CHAR3DFYROS:PEOPLE|value=1" /> </proc> <proc id="export_tryker"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3DTRYKER|dbsrc=UI:TEMP:CHAR3D" /> <action handler="set" params="dblink=UI:TEMP:CHAR3DFYROS:PEOPLE|value=2" /> </proc> <proc id="export_zorai"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3DZORAI|dbsrc=UI:TEMP:CHAR3D" /> <action handler="set" params="dblink=UI:TEMP:CHAR3DFYROS:PEOPLE|value=3" /> </proc> <proc id="proc_appear_start"> <action handler="set" params="dblink=UI:TEMP:CHAR3DFYROS:CAREER|value=0" /> <action handler="set" params="dblink=UI:TEMP:CHAR3DMATIS:CAREER|value=0" /> <action handler="set" params="dblink=UI:TEMP:CHAR3DTRYKER:CAREER|value=0" /> <action handler="set" params="dblink=UI:TEMP:CHAR3DZORAI:CAREER|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:female2:active|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:male2:active|value=0" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="import_fyros" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="import_matis" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="import_tryker" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="import_zorai" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:options" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:advopt_clothes:l1" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:advopt_clothes:l2" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:advopt_clothes:l3" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:advopt_clothes:l4" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:advopt_clothes:l5" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:advopt_clothes:l6" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:advopt_face:eyes" /> <action handler="reset_pushed" params="dblink=ui:outgame:appear:advopt_face:haircolor" /> <action handler="reset_camera" params="target=ui:outgame:appear:char3d:cam" /> <action handler="reset_camera" params="target=ui:outgame:appear:char3d:camface" /> <!-- ****** --> <!-- Colors --> <!-- ****** --> <!-- Hairs --> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:HATCOLOR,0)" params="target_property=ui:outgame:appear:advopt_face:eyes:c1:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:HATCOLOR,1)" params="target_property=ui:outgame:appear:advopt_face:eyes:c2:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:HATCOLOR,2)" params="target_property=ui:outgame:appear:advopt_face:eyes:c3:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:HATCOLOR,3)" params="target_property=ui:outgame:appear:advopt_face:eyes:c4:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:HATCOLOR,4)" params="target_property=ui:outgame:appear:advopt_face:eyes:c5:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:HATCOLOR,5)" params="target_property=ui:outgame:appear:advopt_face:eyes:c6:pushed|value=1" /> <!-- Eyes --> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPC:EYESCOLOR,0)" params="target_property=ui:outgame:appear:advopt_face:haircolor:c1:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPC:EYESCOLOR,1)" params="target_property=ui:outgame:appear:advopt_face:haircolor:c2:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPC:EYESCOLOR,2)" params="target_property=ui:outgame:appear:advopt_face:haircolor:c3:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPC:EYESCOLOR,3)" params="target_property=ui:outgame:appear:advopt_face:haircolor:c4:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPC:EYESCOLOR,4)" params="target_property=ui:outgame:appear:advopt_face:haircolor:c5:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPC:EYESCOLOR,5)" params="target_property=ui:outgame:appear:advopt_face:haircolor:c6:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPC:EYESCOLOR,6)" params="target_property=ui:outgame:appear:advopt_face:haircolor:c7:pushed|value=1" /> <!-- Clothes --> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR,0)" params="target_property=ui:outgame:appear:advopt_clothes:l1:c1:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR,1)" params="target_property=ui:outgame:appear:advopt_clothes:l1:c2:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR,2)" params="target_property=ui:outgame:appear:advopt_clothes:l1:c3:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR,3)" params="target_property=ui:outgame:appear:advopt_clothes:l1:c4:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR,4)" params="target_property=ui:outgame:appear:advopt_clothes:l1:c5:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR,5)" params="target_property=ui:outgame:appear:advopt_clothes:l1:c6:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR,6)" params="target_property=ui:outgame:appear:advopt_clothes:l1:c7:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR,7)" params="target_property=ui:outgame:appear:advopt_clothes:l1:c8:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:ARMCOLOR,0)" params="target_property=ui:outgame:appear:advopt_clothes:l2:c1:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:ARMCOLOR,1)" params="target_property=ui:outgame:appear:advopt_clothes:l2:c2:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:ARMCOLOR,2)" params="target_property=ui:outgame:appear:advopt_clothes:l2:c3:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:ARMCOLOR,3)" params="target_property=ui:outgame:appear:advopt_clothes:l2:c4:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:ARMCOLOR,4)" params="target_property=ui:outgame:appear:advopt_clothes:l2:c5:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:ARMCOLOR,5)" params="target_property=ui:outgame:appear:advopt_clothes:l2:c6:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:ARMCOLOR,6)" params="target_property=ui:outgame:appear:advopt_clothes:l2:c7:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:ARMCOLOR,7)" params="target_property=ui:outgame:appear:advopt_clothes:l2:c8:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR,0)" params="target_property=ui:outgame:appear:advopt_clothes:l3:c1:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR,1)" params="target_property=ui:outgame:appear:advopt_clothes:l3:c2:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR,2)" params="target_property=ui:outgame:appear:advopt_clothes:l3:c3:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR,3)" params="target_property=ui:outgame:appear:advopt_clothes:l3:c4:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR,4)" params="target_property=ui:outgame:appear:advopt_clothes:l3:c5:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR,5)" params="target_property=ui:outgame:appear:advopt_clothes:l3:c6:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR,6)" params="target_property=ui:outgame:appear:advopt_clothes:l3:c7:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR,7)" params="target_property=ui:outgame:appear:advopt_clothes:l3:c8:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR,0)" params="target_property=ui:outgame:appear:advopt_clothes:l4:c1:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR,1)" params="target_property=ui:outgame:appear:advopt_clothes:l4:c2:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR,2)" params="target_property=ui:outgame:appear:advopt_clothes:l4:c3:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR,3)" params="target_property=ui:outgame:appear:advopt_clothes:l4:c4:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR,4)" params="target_property=ui:outgame:appear:advopt_clothes:l4:c5:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR,5)" params="target_property=ui:outgame:appear:advopt_clothes:l4:c6:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR,6)" params="target_property=ui:outgame:appear:advopt_clothes:l4:c7:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR,7)" params="target_property=ui:outgame:appear:advopt_clothes:l4:c8:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:FEETCOLOR,0)" params="target_property=ui:outgame:appear:advopt_clothes:l5:c1:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:FEETCOLOR,1)" params="target_property=ui:outgame:appear:advopt_clothes:l5:c2:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:FEETCOLOR,2)" params="target_property=ui:outgame:appear:advopt_clothes:l5:c3:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:FEETCOLOR,3)" params="target_property=ui:outgame:appear:advopt_clothes:l5:c4:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:FEETCOLOR,4)" params="target_property=ui:outgame:appear:advopt_clothes:l5:c5:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:FEETCOLOR,5)" params="target_property=ui:outgame:appear:advopt_clothes:l5:c6:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:FEETCOLOR,6)" params="target_property=ui:outgame:appear:advopt_clothes:l5:c7:pushed|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:VPB:FEETCOLOR,7)" params="target_property=ui:outgame:appear:advopt_clothes:l5:c8:pushed|value=1" /> <!-- No Zorai Eyes Color --> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:active|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:eyes:active|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes_custom:active|value=1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:eyes_custom:active|value=0" /> <!-- Set EYES & HAIR COLOR from specie --> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="eyes_hair_color_fy" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="eyes_hair_color_ma" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="eyes_hair_color_tr" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="eyes_hair_color_zo" /> <!-- Set light from specie --> <action handler="set" params="target_property=ui:outgame:appear:char3d:back:posx|value=0.0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:back:posy|value=28.5" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:back:posz|value=2.4" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:back:colr|value=255" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:back:colg|value=128" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:back:colb|value=0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:back:colr|value=192" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:back:colg|value=255" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:back:colb|value=64" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:back:colr|value=64" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:back:colg|value=255" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:back:colb|value=255" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:back:colr|value=255" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:back:colg|value=128" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:back:colb|value=0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:back:near|value=2.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:back:far|value=3.5" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:back:posz|value=2.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:back:near|value=1.5" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:back:far|value=3.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:back:posz|value=2.2" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:back:near|value=2.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:back:far|value=3.5" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:back:posz|value=2.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:back:near|value=3.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:back:far|value=4.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:back:posz|value=2.4" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:lgt_m:colr|value=255" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:lgt_m:colg|value=255" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:lgt_m:colb|value=255" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:lgt_f:colr|value=255" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:lgt_f:colg|value=255" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:lgt_f:colb|value=255" /> <action handler="set" params="dblink=UI:TEMP:APPEARCLICKSEX|value=-2" /> <action handler="set" params="dblink=UI:TEMP:APPEARCLICKSEX|value=-1" /> <action handler="set" params="dblink=UI:TEMP:APPEARCLICKBFC|value=-2" /> <action handler="set" params="dblink=UI:TEMP:APPEARCLICKBFC|value=-1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:advopt_face:face1:hardtext|value='uiFace1Fy'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:advopt_face:face2:hardtext|value='uiFace2Fy'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:advopt_face:face3:hardtext|value='uiFace3Fy'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:advopt_face:face4:hardtext|value='uiFace4Fy'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:advopt_face:face5:hardtext|value='uiFace5Fy'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:advopt_face:face6:hardtext|value='uiFace6Fy'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:advopt_face:face7:hardtext|value='uiFace7Fy'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:advopt_face:face1:hardtext|value='uiFace1Ma'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:advopt_face:face2:hardtext|value='uiFace2Ma'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:advopt_face:face3:hardtext|value='uiFace3Ma'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:advopt_face:face4:hardtext|value='uiFace4Ma'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:advopt_face:face5:hardtext|value='uiFace5Ma'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:advopt_face:face6:hardtext|value='uiFace6Ma'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:advopt_face:face7:hardtext|value='uiFace7Ma'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:advopt_face:face1:hardtext|value='uiFace1Tr'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:advopt_face:face2:hardtext|value='uiFace2Tr'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:advopt_face:face3:hardtext|value='uiFace3Tr'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:advopt_face:face4:hardtext|value='uiFace4Tr'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:advopt_face:face5:hardtext|value='uiFace5Tr'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:advopt_face:face6:hardtext|value='uiFace6Tr'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:advopt_face:face7:hardtext|value='uiFace7Tr'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:face1:hardtext|value='uiFace1Zo'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:face2:hardtext|value='uiFace2Zo'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:face3:hardtext|value='uiFace3Zo'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:face4:hardtext|value='uiFace4Zo'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:face5:hardtext|value='uiFace5Zo'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:face6:hardtext|value='uiFace6Zo'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:advopt_face:face7:hardtext|value='uiFace7Zo'" /> <action handler="proc" params="proc_appear_clothes_off" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:charmal:anim|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:charfem:anim|value=0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:env:name|value='outgame_fyros.ig'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:env:name|value='outgame_matis.ig'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:env:name|value='outgame_tryker.ig'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:env:name|value='outgame_zorai.ig'" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:env:posz|value=-1.03" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:env:posz|value=0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:env:posz|value=0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:env:posz|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:cam:posx|value=0.0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:cam:posy|value=24.0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:cam:tgtx|value=0.0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:cam:tgty|value=26.5" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:cam:rotx|value=0.0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:cam:roty|value=0.0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:cam:rotz|value=0.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:cam:posz|value=2.1" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:cam:posz|value=2.2" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:cam:posz|value=2.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:cam:posz|value=2.3" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:cam:tgtz|value=1.7" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:cam:tgtz|value=1.8" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:cam:tgtz|value=1.6" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:cam:tgtz|value=1.9" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="target_property=ui:outgame:appear:char3d:cam:fov|value=70.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="target_property=ui:outgame:appear:char3d:cam:fov|value=75.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="target_property=ui:outgame:appear:char3d:cam:fov|value=65.0" /> <action handler="set" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="target_property=ui:outgame:appear:char3d:cam:fov|value=85.0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:camface:posz|value=2.2" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:camface:tgtz|value=2.2" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:charmal:posx|value=0.8" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:charfem:posx|value=-0.8" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:charmal:posz|value=0.0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:charfem:posz|value=0.04" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:charmal:anim|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:charfem:anim|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:w|value=800" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:active|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:char3dface:x|value=400" /> <action handler="set" params="target_property=ui:outgame:appear:blackbox2:x|value=400" /> <action handler="anim_start" params="anim=anim_appear_intro" /> </proc> <proc id="eyes_hair_color_fy"> <!-- EYES --> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c1_back:color|value='143 38 15'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c2_back:color|value='177 142 25'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c3_back:color|value='82 131 25'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c4_back:color|value='64 103 139'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c5_back:color|value='115 73 140'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c6_back:color|value='136 36 75'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c7_back:color|value='141 135 129'" /> <!-- HAIR --> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c1_back:color|value='206 198 181'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c2_back:color|value='157 151 149'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c3_back:color|value='94 95 95'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c4_back:color|value='83 56 43'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c5_back:color|value='136 47 28'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c6_back:color|value='181 135 42'" /> </proc> <proc id="eyes_hair_color_ma"> <!-- EYES --> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c1_back:color|value='166 63 38'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c2_back:color|value='199 147 33'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c3_back:color|value='116 192 50'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c4_back:color|value='54 111 176'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c5_back:color|value='95 48 153'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c6_back:color|value='167 54 103'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c7_back:color|value='171 169 170'" /> <!-- HAIR --> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c1_back:color|value='169 150 110'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c2_back:color|value='118 105 86'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c3_back:color|value='98 97 86'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c4_back:color|value='88 60 37'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c5_back:color|value='151 58 28'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c6_back:color|value='177 135 45'" /> </proc> <proc id="eyes_hair_color_tr"> <!-- EYES --> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c1_back:color|value='128 57 49'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c2_back:color|value='159 113 29'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c3_back:color|value='84 107 46'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c4_back:color|value='64 98 120'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c5_back:color|value='71 59 121'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c6_back:color|value='125 62 96'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:eyes:eyes_c7_back:color|value='101 94 91'" /> <!-- HAIR --> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c1_back:color|value='78 93 70'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c2_back:color|value='97 76 97'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c3_back:color|value='115 68 39'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c4_back:color|value='159 117 71'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c5_back:color|value='147 78 54'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c6_back:color|value='180 140 51'" /> </proc> <proc id="eyes_hair_color_zo"> <!-- HAIR --> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c1_back:color|value='78 93 70'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c2_back:color|value='97 76 97'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c3_back:color|value='115 68 39'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c4_back:color|value='159 117 71'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c5_back:color|value='147 78 54'" /> <action handler="set" params="target_property=ui:outgame:appear:advopt_face:haircolor:hair_c6_back:color|value='180 140 51'" /> </proc> <proc id="proc_appear_start2"> <action handler="set" params="target_property=ui:outgame:appear:char3d:active|value=1" /> <action handler="anim_start" params="anim=anim_appear_intro2" /> </proc> <!-- appear uninit --> <proc id="proc_appear_finish"> <action handler="set" params="target_property=ui:outgame:appear:female2:active|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:male2:active|value=0" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" params="export_fyros" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" params="export_matis" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" params="export_tryker" /> <action handler="proc" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" params="export_zorai" /> <action handler="proc" params="proc_appear_close_help2" /> <action handler="anim_start" cond="ne(@UI:TEMP:APPEARCLICKSEX,-1)" params="anim=anim_appear_undisplay_infos" /> <action handler="anim_start" params="anim=anim_appear_outro" /> </proc> <proc id="proc_appear_finish2"> <action handler="proc" params="proc_appear_clothes_off" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:active|value=0" /> <action handler="set" params="dblink=UI:TEMP:APPEARCLICKSEX|value=-1" /> <action handler="set" params="dblink=UI:TEMP:APPEARCLICKBFC|value=-1" /> <action handler="anim_start" params="anim=anim_appear_outro2" /> </proc> <proc id="proc_appear_finish3"> <action handler="copy" params="dbdst=UI:CURRENT_SCREEN|dbsrc=UI:NEXT_SCREEN" /> </proc> <proc id="proc_appear_open_help"> <action handler="play_sound" params="name=generic_help_click" /> <action handler="set" params="target_property=ui:outgame:appear:help_box:active|value=1" /> </proc> <proc id="proc_appear_close_help"> <action handler="play_sound" params="name=generic_help_close_click" /> <action handler="set" params="target_property=ui:outgame:appear:help_box:active|value=0" /> </proc> <proc id="proc_appear_close_help2"> <action handler="set" params="target_property=ui:outgame:appear:help_box:active|value=0" /> </proc> <!-- click --> <proc id="proc_appear_choice_sex"> <action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:SEX|@0" /> <action handler="set" params="target_property=ui:outgame:appear:female2:active|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:male2:active|value=0" /> <action handler="play_sound" params="name=appear_but_click" /> <action handler="reset_pushed" cond="eq(@UI:TEMP:APPEARCLICKSEX,-1)" params="dblink=ui:outgame:appear:options" /> <action handler="set" cond="eq(@UI:TEMP:APPEARCLICKSEX,-1)" params="target_property=ui:outgame:appear:options:body:pushed|value=1" /> <action handler="proc" cond="eq(@UI:TEMP:APPEARCLICKSEX,-1)" params="proc_appear_choice_bfc|value=0" /> <action handler="set" params="target_property=ui:outgame:appear:char3d:camface:posz|value=getprop('ui:outgame:appear:char3d:charmal:headz')" /> <action handler="anim_start" cond="eq(@UI:TEMP:APPEARCLICKSEX,-1)" params="anim=anim_appear_display_infos" /> <action handler="anim_start" cond="and(eq(@UI:TEMP:APPEARCLICKSEX,-1),eq(@UI:TEMP:CHAR3D:VPA:SEX,0))" params="anim=anim_appear_cam_mf_m" /> <action handler="anim_start" cond="and(eq(@UI:TEMP:APPEARCLICKSEX,-1),eq(@UI:TEMP:CHAR3D:VPA:SEX,1))" params="anim=anim_appear_cam_mf_f" /> <action handler="anim_start" cond="and(eq(@UI:TEMP:APPEARCLICKSEX,0),eq(@UI:TEMP:CHAR3D:VPA:SEX,1))" params="anim=anim_appear_cam_m_f" /> <action handler="anim_start" cond="and(eq(@UI:TEMP:APPEARCLICKSEX,1),eq(@UI:TEMP:CHAR3D:VPA:SEX,0))" params="anim=anim_appear_cam_f_m" /> <action handler="set" params="dblink=UI:TEMP:APPEARCLICKSEX|@0" /> </proc> <proc id="proc_appear_home_screen"> <action handler="play_sound" params="name=generic_home_click" /> <action handler="set" params="dblink=UI:NEXT_SCREEN|value=%screen_select" /> <action handler="proc" params="proc_appear_finish" /> </proc> <proc id="proc_appear_back_screen"> <action handler="play_sound" params="name=generic_prev_click" /> <action handler="set" params="dblink=UI:NEXT_SCREEN|value=%screen_specie" /> <action handler="proc" params="proc_appear_finish" /> </proc> <proc id="proc_appear_next_screen"> <action handler="play_sound" params="name=generic_next_click" /> <action handler="set" params="dblink=UI:NEXT_SCREEN|value=%screen_summary" /> <action handler="proc" params="proc_appear_finish" /> </proc> <proc id="proc_appear_choice_bfc"> <action handler="play_sound" params="name=generic_bb_click" /> <action handler="set" params="dblink=UI:TEMP:APPEARCHOICE|@0" /> <action handler="proc" cond="eq(@UI:TEMP:APPEARCHOICE,2)" params="proc_appear_clothes_on" /> <action handler="proc" cond="ne(@UI:TEMP:APPEARCHOICE,2)" params="proc_appear_clothes_off" /> <action handler="anim_start" cond="eq(@UI:TEMP:APPEARCLICKBFC,-1)" params="anim=anim_appear_bfc2" /> <action handler="anim_start" cond="ne(@UI:TEMP:APPEARCLICKBFC,-1)" params="anim=anim_appear_bfc" /> <action handler="set" cond="eq(@UI:TEMP:APPEARCLICKBFC,-1)" params="dblink=UI:TEMP:APPEARCLICKBFC|@0" /> <action handler="set" params="dblink=UI:TEMP:APPEARCLICKTMPBFC|@0" /> </proc> <proc id="proc_appear_choice_bfc2"> <action handler="copy" params="dbdst=UI:TEMP:APPEARCLICKBFC|dbsrc=UI:TEMP:APPEARCLICKTMPBFC" /> <action handler="anim_start" params="anim=anim_appear_bfc2" /> </proc> <proc id="proc_appear_propagate2"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D_MALE|dbsrc=UI:TEMP:CHAR3D" /> <action handler="set" params="dblink=UI:TEMP:CHAR3D_MALE:VPA:SEX|value=0" /> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D_FEMALE|dbsrc=UI:TEMP:CHAR3D" /> <action handler="set" params="dblink=UI:TEMP:CHAR3D_FEMALE:VPA:SEX|value=1" /> </proc> <proc id="proc_appear_propagate"> <action handler="proc" params="proc_appear_propagate2" cond="eq(@UI:CURRENT_SCREEN, %screen_appear)" /> </proc> <proc id="proc_appear_clothes_on"> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D:VPA:JACKETMODEL|dbsrc=UI:TEMP:CHAR3D_CLOTHES:VPA:JACKETMODEL" /> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D:VPA:ARMMODEL|dbsrc=UI:TEMP:CHAR3D_CLOTHES:VPA:ARMMODEL" /> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D:VPB:HANDSMODEL|dbsrc=UI:TEMP:CHAR3D_CLOTHES:VPB:HANDSMODEL" /> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D:VPA:TROUSERMODEL|dbsrc=UI:TEMP:CHAR3D_CLOTHES:VPA:TROUSERMODEL" /> <action handler="copy" params="dbdst=UI:TEMP:CHAR3D:VPB:FEETMODEL|dbsrc=UI:TEMP:CHAR3D_CLOTHES:VPB:FEETMODEL" /> <action handler="proc" params="proc_appear_propagate" /> </proc> <proc id="proc_appear_clothes_off"> <action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:JACKETMODEL|value=0" /> <action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:ARMMODEL|value=0" /> <action handler="set" params="dblink=UI:TEMP:CHAR3D:VPB:HANDSMODEL|value=0" /> <action handler="set" params="dblink=UI:TEMP:CHAR3D:VPA:TROUSERMODEL|value=0" /> <action handler="set" params="dblink=UI:TEMP:CHAR3D:VPB:FEETMODEL|value=0" /> <action handler="proc" params="proc_appear_propagate" /> </proc> <proc id="proc_height_camface"> <action handler="set" cond="eq(@UI:TEMP:APPEARCLICKSEX,0)" params="target_property=ui:outgame:appear:char3d:camface:posz|value=add(0.1,getprop('ui:outgame:appear:char3d:charmal:headz'))" /> <action handler="set" cond="eq(@UI:TEMP:APPEARCLICKSEX,0)" params="target_property=ui:outgame:appear:char3d:camface:tgtz|value=add(0.1,getprop('ui:outgame:appear:char3d:charmal:headz'))" /> <action handler="set" cond="eq(@UI:TEMP:APPEARCLICKSEX,1)" params="target_property=ui:outgame:appear:char3d:camface:posz|value=add(0.1,getprop('ui:outgame:appear:char3d:charfem:headz'))" /> <action handler="set" cond="eq(@UI:TEMP:APPEARCLICKSEX,1)" params="target_property=ui:outgame:appear:char3d:camface:tgtz|value=add(0.1,getprop('ui:outgame:appear:char3d:charfem:headz'))" /> </proc> <!-- Change hair cut --> <proc id="proc_appear_change_haircut"> <action handler="proc" params="proc_appear_change_haircut_fy" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,0)" /> <action handler="proc" params="proc_appear_change_haircut_ma" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,1)" /> <action handler="proc" params="proc_appear_change_haircut_tr" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,2)" /> <action handler="proc" params="proc_appear_change_haircut_zo" cond="eq(@UI:TEMP:CHAR3D:PEOPLE,3)" /> </proc> <proc id="proc_appear_change_haircut_fy"> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,0)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_shave01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,1)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_short01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,2)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_short02.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,3)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_medium01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,4)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_medium02.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,5)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_medium03.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,6)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('fy_cheveux_long01.sitem','HEAD')" /> </proc> <proc id="proc_appear_change_haircut_ma"> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,0)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_shave01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,1)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_short01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,2)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_short02.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,3)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_medium01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,4)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_medium02.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,5)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_long01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,6)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('ma_cheveux_long02.sitem','HEAD')" /> </proc> <proc id="proc_appear_change_haircut_tr"> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,0)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_shave01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,1)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_short01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,2)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_short02.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,3)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_short03.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,4)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_medium01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,5)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_medium02.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,6)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('tr_cheveux_long01.sitem','HEAD')" /> </proc> <proc id="proc_appear_change_haircut_zo"> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,0)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_shave01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,1)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_short01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,2)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_medium01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,3)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_medium02.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,4)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_medium03.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,5)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_long01.sitem','HEAD')" /> <action handler="set" cond="eq(@UI:TEMP:HAIRCUT,6)" params="dblink=UI:TEMP:CHAR3D:VPA:HATMODEL|value=getVSIndex('zo_cheveux_long02.sitem','HEAD')" /> </proc> <!-- ************* --> <!-- * TEMPLATES * --> <!-- ************* --> <!-- Appear morph target template slider --> <template name="slider" posref="TL TL" x="0" y="0" w="136" h="8" id="" posparent="parent" sizeref="" keep="true"> <group id="#id" posparent="#posparent" posref="#posref" w="#w" h="#h" x="#x" y="#y" sizeref="#sizeref" > <view type="bitmap" id="left" posref="TL TL" texture="slider_l.tga"/> <view type="bitmap" id="right" posref="TR TR" texture="slider_r.tga"/> <view type="bitmap" id="middle" posref="MM MM" scale="true" sizeref="hw" h="0" w="-8" texture="slider_m.tga"/> </group> </template> <template name="appearmttslider" nb="" id="" posref="TL TL" x="28" y="16" > <instance template="slider" id="bk#nb" posref="#posref" x="#x" y="#y" /> <!-- <view type="text" id="title#nb" posparent="bk#nb" posref="ML MR" x="-4" y="0" hardtext="#nb" color="255 255 255 255" fontsize="12"/> --> <ctrl type="scroll" id="scroll#nb" posparent="bk#nb" posref="MM MM" x="0" y="0" w="124" h="12" vertical="false" align="L" min="0" max="7" value="UI:TEMP:CHAR3D:VPC:MORPHTARGET#nb" tracksize="12" onscroll="" params="" tx_topright="slide_r.tga" tx_middle="slide_m.tga" tx_bottomleft="slide_l.tga"/> </template> <template name="colthes_color" id="" title="" dblink="" posref="TL TL" posparent="parent" x="0" y="32" > <group id="#id" posref="#posref" posparent="#posparent" x="#x" y="#y" w="280" h="20" > <view type="text" id="title" posref="ML ML" x="0" y="0" hardtext="#title" color="255 255 255 255" fontsize="12"/> <view type="bitmap" id="c1_back" x="90" y="0" posref="ML ML" texture="but_fake.tga" color="125 32 30" scale="true" w="18" h="18" /> <view type="bitmap" id="c2_back" posparent="c1_back" posref="TR TL" x="6" texture="but_fake.tga" color="171 122 52" scale="true" w="18" h="18" /> <view type="bitmap" id="c3_back" posparent="c2_back" posref="TR TL" x="6" texture="but_fake.tga" color="70 88 39" scale="true" w="18" h="18" /> <view type="bitmap" id="c4_back" posparent="c3_back" posref="TR TL" x="6" texture="but_fake.tga" color="46 82 68" scale="true" w="18" h="18" /> <view type="bitmap" id="c5_back" posparent="c4_back" posref="TR TL" x="6" texture="but_fake.tga" color="45 70 103" scale="true" w="18" h="18" /> <view type="bitmap" id="c6_back" posparent="c5_back" posref="TR TL" x="6" texture="but_fake.tga" color="57 48 82" scale="true" w="18" h="18" /> <view type="bitmap" id="c7_back" posparent="c6_back" posref="TR TL" x="6" texture="but_fake.tga" color="130 130 129" scale="true" w="18" h="18" /> <view type="bitmap" id="c8_back" posparent="c7_back" posref="TR TL" x="6" texture="but_fake.tga" color="47 47 45 " scale="true" w="18" h="18" /> <ctrl type="button" button_type="radio_button" id="c1" posparent="c1_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="125 32 30" onclick_l="set" params_l="dblink=#dblink|value=0" /> <ctrl type="button" button_type="radio_button" id="c2" posparent="c2_back" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="171 122 52" onclick_l="set" params_l="dblink=#dblink|value=1" /> <ctrl type="button" button_type="radio_button" id="c3" posparent="c3_back" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="70 88 39" onclick_l="set" params_l="dblink=#dblink|value=2" /> <ctrl type="button" button_type="radio_button" id="c4" posparent="c4_back" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="46 82 68" onclick_l="set" params_l="dblink=#dblink|value=3" /> <ctrl type="button" button_type="radio_button" id="c5" posparent="c5_back" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="45 70 103" onclick_l="set" params_l="dblink=#dblink|value=4" /> <ctrl type="button" button_type="radio_button" id="c6" posparent="c6_back" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="57 48 82" onclick_l="set" params_l="dblink=#dblink|value=5" /> <ctrl type="button" button_type="radio_button" id="c7" posparent="c7_back" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="130 130 129" onclick_l="set" params_l="dblink=#dblink|value=6" /> <ctrl type="button" button_type="radio_button" id="c8" posparent="c8_back" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="47 47 45" onclick_l="set" params_l="dblink=#dblink|value=7" /> </group> </template> <proc id="proc_big_female"> <action handler="set" params="target_property=ui:outgame:appear:female:pushed|value=1" /> <action handler="proc" params="proc_appear_choice_sex|value=1" /> </proc> <proc id="proc_big_male"> <action handler="set" params="target_property=ui:outgame:appear:male:pushed|value=1" /> <action handler="proc" params="proc_appear_choice_sex|value=0" /> </proc> <proc id="proc_female_over"> <action handler="play_sound" params="name=specie_but_over" /> <action handler="set" params="target_property=ui:outgame:appear:female2:col_normal|value='0 0 0 0'" /> <action handler="set" params="target_property=ui:outgame:appear:male2:col_normal|value='0 0 0 196'" /> </proc> <proc id="proc_male_over"> <action handler="play_sound" params="name=specie_but_over" /> <action handler="set" params="target_property=ui:outgame:appear:male2:col_normal|value='0 0 0 0'" /> <action handler="set" params="target_property=ui:outgame:appear:female2:col_normal|value='0 0 0 196'" /> </proc> <!-- *************** --> <!-- * MAIN WINDOW * --> <!-- *************** --> <group id="appear" w="800" h="600" posref="MM MM" on_active="proc" on_active_params="proc_appear_start"> <!-- BLACK BACK --> <view type="bitmap" id="bg" posref="TL TL" x="0" y="-32" render_layer="-4" texture="blank.tga" color="0 0 0 255" scale="true" w="800" h="488" global_color="false" /> <!-- Title --> <view type="text" id="title" posref="TL TL" x="8" y="-6" hardtext="uiAppearTitle" fontsize="20"/> <!-- TIMELINE --> <group id="timeline" w="784" h="32" posref="BL BL" x="8" y="16" > <view type="bitmap" id="b4" posref="MM MR" x="0" y="0" texture="time_button.tga" global_color="false" /> <view type="bitmap" id="b5" posref="MM ML" x="0" y="0" texture="time_button.tga" global_color="false" /> <view type="bitmap" id="back_bg" posref="TL TL" x="0" y="0" texture="time_back.tga" global_color="false" /> <view type="bitmap" id="next_bg" posref="TR TR" x="0" y="0" texture="time_next.tga" global_color="false" /> <view type="bitmap" id="line" posparent="back_bg" posref="MR ML" x="0" y="0" texture="time_line.tga" scale="true" w="272" h="4" global_color="false" /> <view type="bitmap" id="line" posparent="next_bg" posref="ML MR" x="0" y="0" texture="time_line.tga" scale="true" w="272" h="4" global_color="false" /> </group> <!-- Buttons SEX --> <ctrl type="button" button_type="radio_button" id="female" posref="BL MM" x="372" y="32" tx_normal="logo_female.tga" tx_over="button_blank_over.tga" tx_pushed="logo_female_pushed.tga" onover="play_sound" params_over="name=appear_but_over" over_when_pushed="false" onclick_l="proc" params_l="proc_appear_choice_sex|value=1" tooltip="uiFemale"/> <ctrl type="button" button_type="radio_button" id="male" posref="BL MM" x="428" y="32" tx_normal="logo_male.tga" tx_over="button_blank_over.tga" tx_pushed="logo_male_pushed.tga" onover="play_sound" params_over="name=appear_but_over" over_when_pushed="false" onclick_l="proc" params_l="proc_appear_choice_sex|value=0" tooltip="uiMale"/> <!-- Home & Help --> <!-- Removed for Beta 1 <ctrl type="button" id="help" button_type="push_button" posref="TR MM" x="-24" y="-16" tx_normal="button_help.tga" tx_pushed="button_help.tga" tx_over="button_help_over.tga" onover="play_sound" params_over="name=generic_help_over" onclick_l="launch_help" params_l="url=help_outgame.html" tooltip="uiHelp" /> --> <ctrl type="button" id="home" button_type="push_button" posref="TR MM" x="-24" y="-16" tx_normal="button_home.tga" tx_pushed="button_home.tga" tx_over="button_home_over.tga" onover="play_sound" params_over="name=generic_home_over" onclick_l="proc" params_l="proc_appear_home_screen" tooltip="uiReturnCharSel" /> <!-- Buttons timeline --> <ctrl type="button" id="back" button_type="push_button" posref="BL BL" x="8" y="16" tx_normal="button_back.tga" tx_pushed="button_back_over.tga" tx_over="button_back_over.tga" onover="play_sound" params_over="name=generic_prev_over" onclick_l="proc" params_l="proc_appear_back_screen" tooltip="uiPrevStep"/> <ctrl type="button" id="next" button_type="push_button" posref="BR BR" x="-8" y="16" tx_normal="button_next.tga" tx_pushed="button_next_over.tga" tx_over="button_next_over.tga" onover="play_sound" params_over="name=generic_next_over" onclick_l="proc" params_l="proc_appear_next_screen" tooltip="uiNextStep"/> <link expr="ne(@UI:TEMP:APPEARCLICKSEX,-1)" target="next:active" /> <!-- vue 3D du perso --> <scene3d id="char3d" x="0" y="-32" w="800" h="488" posref="TL TL" curcam="cam" render_layer="-2" user_interaction="true" rotz_factor="0.017" roty_factor="0.005" roty_limit_min="-10" roty_limit_max="15" dist_factor="0.005" dist_limit_min="2.0" dist_limit_max="3.0" ambient="0 0 0" sun_ambient="20 20 20" sun_diffuse="80 64 32" sun_specular="0 0 0" sun_direction="-1.0 1.0 -1.0" > <character3d id="charmal" dblink="UI:TEMP:CHAR3D_MALE" pos="0.8 26.5 0.0" rot="0.0 0.0 0.0" /> <character3d id="charfem" dblink="UI:TEMP:CHAR3D_FEMALE" pos="-0.8 26.5 0.0" rot="0.0 0.0 0.0" /> <camera id="cam" fov="80" pos="0.0 24.0 2.2" target="0.0 26.5 2.2" roll="0" /> <camera id="camface" fov="28" pos="0.0 25.3 2.2" target="0.0 26.5 2.2" roll="0" /> <light id="back" pos="0.0 28.5 2.4" color="255 128 0" near="2.5" far="4.0" /> <light id="lgt_m" pos="1.36 25.3 2.48" color="255 255 255" near="2.0" far="2.5" /> <light id="lgt_f" pos="-1.36 25.3 2.48" color="255 255 255" near="2.0" far="2.5" /> <ig id="env" name="outgame_fyros.ig" pos="0 0 0" active="false" /> <shape id="shadow_male" name="shadow.shape" pos="0.8 26.5 0.85" rot="0.0 0.0 0.0" /> <shape id="shadow_female" name="shadow.shape" pos="-0.8 26.5 0.85" rot="0.0 0.0 0.0" /> <auto_anim name="waterfall01_maserre.anim"/> <auto_anim name="waterfall02_maserre.anim"/> </scene3d> <scene3d id="char3dface" x="400" y="-32" w="400" h="244" posref="TR TR" reference="char3d" curcam="camface" render_layer="-2" user_interaction="true" rotz_factor="0.017" roty_factor="0.005" roty_limit_min="-10" roty_limit_max="15" dist_factor="0.005" dist_limit_min="0.9" dist_limit_max="1.5" > </scene3d> <link expr="ne(@UI:TEMP:APPEARCLICKSEX,-1)" target="char3dface:active" /> <!-- BIG BUTTONS col_over="40 73 34 128"--> <ctrl type="button" id="female2" button_type="push_button" posref="TL TL" x="0" y="-32" sizeref="w2h" w="0" h="-112" scale="true" tx_normal="blank.tga" tx_pushed="blank.tga" tx_over="blank.tga" color="0 0 0 128" col_pushed="0 0 0 0" col_over="255 255 255 0" onover="proc" params_over="proc_female_over" onclick_l="proc" params_l="proc_big_female" /> <ctrl type="button" id="male2" button_type="push_button" posparent="female2" posref="TR TL" x="0" y="0" sizeref="wh" w="0" h="0" scale="true" tx_normal="blank.tga" tx_pushed="blank.tga" tx_over="blank.tga" color="0 0 0 128" col_pushed="0 0 0 0" col_over="255 255 255 0" onover="proc" params_over="proc_male_over" onclick_l="proc" params_l="proc_big_male" /> <!-- ADVANCED OPTIONS : body --> <group id="advopt_body" posref="TR TR" x="400" y="-276" w="400" h="244" active="false" > <!-- Height --> <instance template="slider" id="bk1" posref="BM BM" x="4" y="166" w="136" h="8" /> <view type="text" id="title1" posparent="bk1" posref="TL BL" x="-8" y="4" hardtext="uiHeight" color="255 255 255 255" fontsize="10"/> <ctrl type="scroll" id="scroll1" posparent="bk1" posref="MM MM" x="0" y="0" w="124" h="12" vertical="false" align="L" min="0" max="14" value="UI:TEMP:CHAR3D:VPC:CHARACTERHEIGHT" tracksize="12" onscrollend="proc" params="proc_height_camface" tx_topright="slide_r.tga" tx_middle="slide_m.tga" tx_bottomleft="slide_l.tga"/> <!-- Torso --> <instance template="slider" id="bk2" posref="BM BM" x="4" y="134" w="136" h="8" /> <view type="text" id="title2" posparent="bk2" posref="TL BL" x="-8" y="4" hardtext="uiTorso" color="255 255 255 255" fontsize="10"/> <ctrl type="scroll" id="scroll2" posparent="bk2" posref="MM MM" x="0" y="0" w="124" h="12" vertical="false" align="L" min="0" max="14" value="UI:TEMP:CHAR3D:VPC:TORSOWIDTH" tracksize="12" onscroll="" params="" tx_topright="slide_r.tga" tx_middle="slide_m.tga" tx_bottomleft="slide_l.tga"/> <!-- Arms --> <instance template="slider" id="bk3" posref="BM BM" x="4" y="102" w="136" h="8" /> <view type="text" id="title3" posparent="bk3" posref="TL BL" x="-8" y="4" hardtext="uiArms" color="255 255 255 255" fontsize="10"/> <ctrl type="scroll" id="scroll3" posparent="bk3" posref="MM MM" x="0" y="0" w="124" h="12" vertical="false" align="L" min="0" max="14" value="UI:TEMP:CHAR3D:VPC:ARMSWIDTH" tracksize="12" onscroll="" params="" tx_topright="slide_r.tga" tx_middle="slide_m.tga" tx_bottomleft="slide_l.tga"/> <!-- Legs --> <instance template="slider" id="bk4" posref="BM BM" x="4" y="70" w="136" h="8" /> <view type="text" id="title4" posparent="bk4" posref="TL BL" x="-8" y="4" hardtext="uiLegs" color="255 255 255 255" fontsize="10"/> <ctrl type="scroll" id="scroll4" posparent="bk4" posref="MM MM" x="0" y="0" w="124" h="12" vertical="false" align="L" min="0" max="14" value="UI:TEMP:CHAR3D:VPC:LEGSWIDTH" tracksize="12" onscroll="" params="" tx_topright="slide_r.tga" tx_middle="slide_m.tga" tx_bottomleft="slide_l.tga"/> </group> <link expr="eq(@UI:TEMP:APPEARCLICKBFC,0)" target="advopt_body:active" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:CHARACTERHEIGHT)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:TORSOWIDTH)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:ARMSWIDTH)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:LEGSWIDTH)" action="proc" params="proc_appear_propagate" /> <!-- ADVANCED OPTIONS : face --> <group id="advopt_face" posref="TR TR" x="400" y="-276" w="400" h="244" active="false" > <view type="text" id="face_custom" posref="TL TL" x="16" y="-8" hardtext="uiShape" color="255 255 255 255" fontsize="14"/> <view type="text" id="hair_custom" posref="TL TL" x="200" y="-8" hardtext="uiHair" color="255 255 255 255" fontsize="14"/> <view type="text" id="haircut_custom" posref="TL BL" x="204" y="-36" hardtext="uiHaircut" color="192 192 192 255" fontsize="10"/> <view type="text" id="hair_color_custom" posref="TL BL" x="204" y="-64" hardtext="uiColor" color="192 192 192 255" fontsize="10"/> <view type="text" id="tatoo_custom" posref="TL TL" x="200" y="-124" hardtext="uiTatoos" color="255 255 255 255" fontsize="14"/> <view type="text" id="eyes_custom" posref="TL TL" x="200" y="-168" hardtext="uiEyes" color="255 255 255 255" fontsize="14"/> <instance template="appearmttslider" nb="1" y="-40" /> <instance template="appearmttslider" nb="2" y="-68" /> <instance template="appearmttslider" nb="3" y="-96" /> <instance template="appearmttslider" nb="4" y="-124" /> <instance template="appearmttslider" nb="5" y="-152" /> <instance template="appearmttslider" nb="6" y="-180" /> <instance template="appearmttslider" nb="7" y="-208" /> <view type="text" id="face1" posref="TL BL" x="20" y="-36" hardtext="uiFace1Fy" color="192 192 192 255" fontsize="10"/> <view type="text" id="face2" posref="BL BL" x="0" y="-28" posparent="face1" hardtext="uiFace2Fy" color="192 192 192 255" fontsize="10"/> <view type="text" id="face3" posref="BL BL" x="0" y="-28" posparent="face2" hardtext="uiFace3Fy" color="192 192 192 255" fontsize="10"/> <view type="text" id="face4" posref="BL BL" x="0" y="-28" posparent="face3" hardtext="uiFace4Fy" color="192 192 192 255" fontsize="10"/> <view type="text" id="face5" posref="BL BL" x="0" y="-28" posparent="face4" hardtext="uiFace5Fy" color="192 192 192 255" fontsize="10"/> <view type="text" id="face6" posref="BL BL" x="0" y="-28" posparent="face5" hardtext="uiFace6Fy" color="192 192 192 255" fontsize="10"/> <view type="text" id="face7" posref="BL BL" x="0" y="-28" posparent="face6" hardtext="uiFace7Fy" color="192 192 192 255" fontsize="10"/> <group id="eyes" posparent="eyes_custom" posref="BL TL" x="8" y="-8" w="168" h="20" > <view type="bitmap" id="eyes_c1_back" posref="ML ML" x="2" y="0" texture="but_fake.tga" color="172 62 7" scale="true" w="18" h="18" /> <view type="bitmap" id="eyes_c2_back" posparent="eyes_c1_back" posref="TR TL" x="6" texture="but_fake.tga" color="232 204 48" scale="true" w="18" h="18" /> <view type="bitmap" id="eyes_c3_back" posparent="eyes_c2_back" posref="TR TL" x="6" texture="but_fake.tga" color="69 186 17" scale="true" w="18" h="18" /> <view type="bitmap" id="eyes_c4_back" posparent="eyes_c3_back" posref="TR TL" x="6" texture="but_fake.tga" color="17 112 186" scale="true" w="18" h="18" /> <view type="bitmap" id="eyes_c5_back" posparent="eyes_c4_back" posref="TR TL" x="6" texture="but_fake.tga" color="136 17 186" scale="true" w="18" h="18" /> <view type="bitmap" id="eyes_c6_back" posparent="eyes_c5_back" posref="TR TL" x="6" texture="but_fake.tga" color="186 17 140" scale="true" w="18" h="18" /> <view type="bitmap" id="eyes_c7_back" posparent="eyes_c6_back" posref="TR TL" x="6" texture="but_fake.tga" color="172 172 172" scale="true" w="18" h="18" /> <ctrl type="button" button_type="radio_button" id="c1" posparent="eyes_c1_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:eyes:eyes_c1_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=0" /> <ctrl type="button" button_type="radio_button" id="c2" posparent="eyes_c2_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:eyes:eyes_c2_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=1" /> <ctrl type="button" button_type="radio_button" id="c3" posparent="eyes_c3_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:eyes:eyes_c3_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=2" /> <ctrl type="button" button_type="radio_button" id="c4" posparent="eyes_c4_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:eyes:eyes_c4_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=3" /> <ctrl type="button" button_type="radio_button" id="c5" posparent="eyes_c5_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:eyes:eyes_c5_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=4" /> <ctrl type="button" button_type="radio_button" id="c6" posparent="eyes_c6_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:eyes:eyes_c6_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=5" /> <ctrl type="button" button_type="radio_button" id="c7" posparent="eyes_c7_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:eyes:eyes_c7_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPC:EYESCOLOR|value=6" /> </group> <group id="haircut" posparent="haircut_custom" posref="BL TL" x="8" y="-2" w="168" h="12" > <instance template="slider" id="bkh" posref="ML ML" w="136" h="8" /> <ctrl type="scroll" id="scrollh" posparent="bkh" posref="MM MM" x="0" y="0" w="124" h="12" vertical="false" align="L" min="0" max="6" value="UI:TEMP:HAIRCUT" tracksize="12" onscroll="" params="" tx_topright="slide_r.tga" tx_middle="slide_m.tga" tx_bottomleft="slide_l.tga" /> </group> <link expr="depends(@UI:TEMP:HAIRCUT)" action="proc" params="proc_appear_change_haircut" /> <group id="haircolor" posparent="hair_color_custom" posref="BL TL" x="8" y="-8" w="168" h="20" > <view type="bitmap" id="hair_c1_back" posref="ML ML" x="2" y="0" texture="but_fake.tga" color="214 214 214" scale="true" w="18" h="18" /> <view type="bitmap" id="hair_c2_back" posparent="hair_c1_back" posref="TR TL" x="6" texture="but_fake.tga" color="121 121 121" scale="true" w="18" h="18" /> <view type="bitmap" id="hair_c3_back" posparent="hair_c2_back" posref="TR TL" x="6" texture="but_fake.tga" color="50 50 50" scale="true" w="18" h="18" /> <view type="bitmap" id="hair_c4_back" posparent="hair_c3_back" posref="TR TL" x="6" texture="but_fake.tga" color="117 92 35" scale="true" w="18" h="18" /> <view type="bitmap" id="hair_c5_back" posparent="hair_c4_back" posref="TR TL" x="6" texture="but_fake.tga" color="189 95 3" scale="true" w="18" h="18" /> <view type="bitmap" id="hair_c6_back" posparent="hair_c5_back" posref="TR TL" x="6" texture="but_fake.tga" color="175 153 17" scale="true" w="18" h="18" /> <ctrl type="button" button_type="radio_button" id="c1" posparent="hair_c1_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:haircolor:hair_c1_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPA:HATCOLOR|value=0" /> <ctrl type="button" button_type="radio_button" id="c2" posparent="hair_c2_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:haircolor:hair_c2_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPA:HATCOLOR|value=1" /> <ctrl type="button" button_type="radio_button" id="c3" posparent="hair_c3_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:haircolor:hair_c3_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPA:HATCOLOR|value=2" /> <ctrl type="button" button_type="radio_button" id="c4" posparent="hair_c4_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:haircolor:hair_c4_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPA:HATCOLOR|value=3" /> <ctrl type="button" button_type="radio_button" id="c5" posparent="hair_c5_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:haircolor:hair_c5_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPA:HATCOLOR|value=4" /> <ctrl type="button" button_type="radio_button" id="c6" posparent="hair_c6_back" pushed="true" posref="TL TL" x="-1" y="1" tx_normal="but_color.tga" tx_over="but_color_over.tga" tx_pushed="but_color_selected.tga" color="getprop('ui:outgame:appear:haircolor:hair_c6_back:color')" onclick_l="set" params_l="dblink=UI:TEMP:CHAR3D:VPA:HATCOLOR|value=5" /> </group> <instance template="slider" id="bkt" posparent="tatoo_custom" posref="BL TL" x="12" y="-8" w="136" h="8" /> <ctrl type="scroll" id="scrollt" posparent="bkt" posref="MM MM" x="0" y="0" w="124" h="12" vertical="false" align="L" min="0" max="31" value="UI:TEMP:CHAR3D:VPC:TATTOO" tracksize="12" onscroll="" params="" tx_topright="slide_r.tga" tx_middle="slide_m.tga" tx_bottomleft="slide_l.tga"/> </group> <link expr="eq(@UI:TEMP:APPEARCLICKBFC,1)" target="advopt_face:active" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:MORPHTARGET1)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:MORPHTARGET2)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:MORPHTARGET3)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:MORPHTARGET4)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:MORPHTARGET5)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:MORPHTARGET6)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:MORPHTARGET7)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:EYESCOLOR)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPA:HATMODEL)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPA:HATCOLOR)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPC:TATTOO)" action="proc" params="proc_appear_propagate" /> <!-- ADVANCED OPTIONS : clothes--> <group id="advopt_clothes" posref="TR TR" x="0" y="-276" w="400" h="244" active="false" > <instance template="colthes_color" id="l1" title="uiTorso" dblink="UI:TEMP:CHAR3D:VPA:JACKETCOLOR" posref="TL TL" x="60" y="-40" /> <instance template="colthes_color" id="l2" title="uiArmpad" dblink="UI:TEMP:CHAR3D:VPA:ARMCOLOR" posparent="l1" posref="BL TL" x="0" y="-8" /> <instance template="colthes_color" id="l3" title="uiGloves" dblink="UI:TEMP:CHAR3D:VPB:HANDSCOLOR" posparent="l2" posref="BL TL" x="0" y="-8" /> <instance template="colthes_color" id="l4" title="uiTrouser" dblink="UI:TEMP:CHAR3D:VPA:TROUSERCOLOR" posparent="l3" posref="BL TL" x="0" y="-8" /> <instance template="colthes_color" id="l5" title="uiFeet" dblink="UI:TEMP:CHAR3D:VPB:FEETCOLOR" posparent="l4" posref="BL TL" x="0" y="-8" /> </group> <link expr="eq(@UI:TEMP:APPEARCLICKBFC,2)" target="advopt_clothes:active" /> <!-- not with ...vpa:hatcolor already done for advopt_face --> <link expr="depends(@UI:TEMP:CHAR3D:VPA:JACKETCOLOR)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPA:ARMCOLOR)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPB:HANDSCOLOR)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPA:TROUSERCOLOR)" action="proc" params="proc_appear_propagate" /> <link expr="depends(@UI:TEMP:CHAR3D:VPB:FEETCOLOR)" action="proc" params="proc_appear_propagate" /> <!-- BLACK BOX (sert a faire les transition...) --> <view type="bitmap" id="blackbox" posref="TL TL" x="0" y="-32" render_layer="0" texture="blank.tga" color="0 0 0 0" scale="true" w="800" h="488" global_color="false" /> <view type="bitmap" id="blackbox2" posref="TR TR" x="400" y="-276" render_layer="1" texture="blank.tga" color="0 0 0 255" scale="true" w="400" h="244" global_color="false" /> <link expr="ne(@UI:TEMP:APPEARCLICKSEX,-1)" target="blackbox2:active" /> <view type="bitmap" id="blackboxface" posref="TR TR" x="400" y="-32" w="400" h="488" render_layer="1" texture="blank.tga" color="0 0 0 255" scale="true" global_color="false" /> <!-- BORDERS --> <view type="bitmap" id="top_line" posref="TL TL" posparent="blackbox" x="0" y="1" texture="border_hor.tga" scale="true" w="800" h="1" global_color="false" /> <view type="bitmap" id="bot_line" posref="BL BL" posparent="blackbox" x="0" y="-1" texture="border_hor.tga" scale="true" w="800" h="1" global_color="false" /> <view type="bitmap" id="vertical_line" posparent="char3d" posref="MR MR" x="0" y="0" texture="border_ver.tga" scale="true" w="1" h="488" render_layer="2" global_color="false" /> <view type="bitmap" id="mid_line" posref="BL TL" posparent="char3dface" x="0" y="0" texture="border_hor.tga" scale="true" w="400" h="1" render_layer="2" global_color="false" /> <link expr="ne(@UI:TEMP:APPEARCLICKSEX,-1)" target="vertical_line:active" /> <link expr="ne(@UI:TEMP:APPEARCLICKSEX,-1)" target="mid_line:active" /> <!-- OPTIONS : body face clothes --> <group id="options" posref="BL TL" x="800" y="96" w="800" h="40" > <ctrl type="button" id="body" button_type="radio_button" posref="TL TL" x="224" render_layer="2" tx_normal="big_button.tga" tx_pushed="big_button_over.tga" tx_over="big_button_over.tga" col_over="255 255 255 128" onover="play_sound" params_over="name=generic_bb_over" over_when_pushed="false" onclick_l="proc" params_l="proc_appear_choice_bfc|value=0" /> <ctrl type="button" id="face" button_type="radio_button" posref="TL TL" x="448" render_layer="2" tx_normal="big_button.tga" tx_pushed="big_button_over.tga" tx_over="big_button_over.tga" col_over="255 255 255 128" onover="play_sound" params_over="name=generic_bb_over" over_when_pushed="false" onclick_l="proc" params_l="proc_appear_choice_bfc|value=1" /> <!-- <ctrl type="button" id="clothes" button_type="radio_button" posref="TL TL" x="560" render_layer="2" tx_normal="big_button.tga" tx_pushed="big_button_over.tga" tx_over="big_button_over.tga" col_over="255 255 255 128" onover="play_sound" params_over="name=generic_bb_over" over_when_pushed="false" onclick_l="proc" params_l="proc_appear_choice_bfc|value=2" /> --> <view type="text" id="title1" posparent="body" posref="MM MM" x="-4" y="4" hardtext="uiBody" color="255 255 255 255" fontsize="12" render_layer="2" /> <view type="text" id="title2" posparent="face" posref="MM MM" x="-4" y="4" hardtext="uiFace" color="255 255 255 255" fontsize="12" render_layer="2" /> <!-- <view type="text" id="title3" posparent="clothes" posref="MM MM" x="-4" y="4" hardtext="uiClothes" color="255 255 255 255" fontsize="12" render_layer="2" /> --> </group> <!-- HELP --> <group id="help_box" w="320" h="240" posref="MM MM" active="false" group_onclick_l="proc" group_params_l="proc_nothing" > <view type="bitmap" id="bg" sizeref="wh" posref="TL TL" x="0" y="0" texture="blank.tga" scale="true" color="0 0 0 192" global_color="false" /> <instance template="window_border" id="bord" posref="MM MM" /> <view type="text" id="title_help" posref="TL TL" x="8" y="-8" hardtext="uiHelpTitle" fontsize="12" /> <ctrl type="button" id="close_help" button_type="push_button" posref="TR TR" x="-8" y="-8" onover="play_sound" params_over="name=generic_help_close_over" tx_normal="W_close.tga" tx_pushed="W_close.tga" tx_over="W_button_12_over.tga" onclick_l="proc" params_l="proc_appear_close_help" tooltip="uiClose" /> </group> </group> <link expr="eq(@UI:CURRENT_SCREEN, %screen_appear)" target="appear:active" /> <!-- ANIMATION --> <!-- Intro --> <anim id="anim_appear_intro" duration="1.0" on_finish="proc" on_finish_params="proc_appear_start2" > <track type="linear" target="appear:bg:h,appear:blackbox:h"> <key time="0.1" value="0" /> <key time="0.35" value="488" /> </track> <track type="linear" target="appear:bg:y,appear:blackbox:y"> <key time="0.1" value="-276" /> <key time="0.35" value="-32" /> </track> <track type="linear" target="appear:title:y"> <key time="0.0" value="20" /> <key time="1.0" value="-6" /> </track> <track type="linear" target="appear:timeline:alpha"> <key time="0.0" value="0" /> <key time="1.0" value="255" /> </track> <track type="linear" target="appear:blackbox:alpha"> <key time="0.0" value="255" /> <key time="1.0" value="255" /> </track> <track type="linear" target="appear:back:alpha"> <key time="0.0" value="0" /> <key time="1.0" value="255" /> </track> <track type="linear" target="appear:male:alpha,appear:female:alpha"> <key time="0.0" value="0" /> <key time="1.0" value="255" /> </track> </anim> <anim id="anim_appear_intro2" duration="1.0" on_finish="proc" on_finish_params="proc_appear_big_buttons_on" > <track type="linear" target="appear:blackbox:alpha"> <key time="0.0" value="255" /> <key time="1.0" value="0" /> </track> </anim> <!-- outro --> <anim id="anim_appear_outro" duration="1.0" on_finish="proc" on_finish_params="proc_appear_finish2" > <track type="linear" target="appear:blackbox:alpha,appear:blackbox2:alpha"> <key time="0.0" value="0" /> <key time="1.0" value="255" /> </track> <track type="linear" target="appear:timeline:alpha"> <key time="0.0" value="255" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:back:alpha,appear:male:alpha,appear:female:alpha"> <key time="0.0" value="255" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:title:y"> <key time="0.0" value="-6" /> <key time="1.0" value="20" /> </track> </anim> <anim id="anim_appear_outro2" duration="1.0" on_finish="proc" on_finish_params="proc_appear_finish3" > <track type="linear" target="appear:bg:h,appear:blackbox:h"> <key time="0.1" value="488" /> <key time="0.35" value="0" /> </track> <track type="linear" target="appear:bg:y,appear:blackbox:y"> <key time="0.1" value="-32" /> <key time="0.35" value="-276" /> </track> </anim> <!-- display undisplay body face clothes --> <anim id="anim_appear_display_infos" duration="1.0" > <track type="linear" target="appear:options:x"> <key time="0.0" value="800" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:advopt_body:x,appear:advopt_face:x,appear:advopt_clothes:x"> <key time="0.0" value="400" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:next:alpha"> <key time="0.0" value="0" /> <key time="1.0" value="255" /> </track> </anim> <anim id="anim_appear_undisplay_infos" duration="1.0" > <track type="linear" target="appear:options:x"> <key time="0.0" value="0" /> <key time="1.0" value="-800" /> </track> <!-- <track type="linear" target="appear:advopt_body:x,appear:advopt_face:x,appear:advopt_clothes:x"> <key time="0.0" value="400" /> <key time="1.0" value="0" /> </track> --> <track type="linear" target="appear:next:alpha"> <key time="0.0" value="255" /> <key time="1.0" value="0" /> </track> </anim> <anim id="anim_appear_bfc" duration="0.5" on_finish="proc" on_finish_params="proc_appear_choice_bfc2" > <track type="linear" target="appear:blackbox2:alpha"> <key time="0.0" value="0" /> <key time="0.5" value="255" /> </track> </anim> <anim id="anim_appear_bfc2" duration="0.5" > <track type="linear" target="appear:blackbox2:alpha"> <key time="0.0" value="255" /> <key time="0.5" value="0" /> </track> </anim> <!-- 2 persos vers male --> <anim id="anim_appear_cam_mf_m" duration="1.5" > <track type="linear" target="appear:char3d:back:posx" > <key time="0.0" value="0" /> <key time="1.0" value="1.0" /> </track> <track type="linear" target="appear:char3d:lgt_f:colr,appear:char3d:lgt_f:colg,appear:char3d:lgt_f:colb" > <key time="0.0" value="255" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:char3d:cam:posx,appear:char3d:cam:tgtx,appear:char3d:camface:posx,appear:char3d:camface:tgtx"> <key time="0.0" value="0.0" /> <key time="1.0" value="0.8" /> </track> <!-- <track type="linear" target="appear:char3d:cam:posy"> <key time="0.0" value="21.0" /> <key time="1.0" value="23.5" /> </track> <track type="linear" target="appear:char3d:cam:posz"> <key time="0.0" value="2.5" /> <key time="1.0" value="2.4" /> </track> --> <track type="linear" target="appear:char3d:camface:posz,appear:char3d:camface:tgtz" dynamic="true" > <key time="0.0" value="2.2" /> <key time="1.0" value="add(0.1,getprop('ui:outgame:appear:char3d:charmal:headz'))" /> </track> <!-- <track type="linear" target="appear:char3d:charfem:posx"> <key time="0.0" value="-0.8" /> <key time="1.0" value="-1.2" /> </track> --> <track type="linear" target="appear:char3d:w"> <key time="0.0" value="800" /> <key time="1.0" value="400" /> </track> <track type="linear" target="appear:char3dface:x,appear:blackbox2:x,appear:blackboxface:x"> <key time="0.0" value="400" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:blackboxface:alpha" > <key time="1.0" value="255" /> <key time="1.5" value="0" /> </track> <track type="linear" target="appear:char3d:cam:fov" dynamic="true" > <key time="0.0" value="getprop('ui:outgame:appear:char3d:cam:fov')" /> <key time="1.0" value="sub(getprop('ui:outgame:appear:char3d:cam:fov'),30)" /> </track> </anim> <!-- 2 persos vers female --> <anim id="anim_appear_cam_mf_f" duration="1.5" > <track type="linear" target="appear:char3d:back:posx" > <key time="0.0" value="0" /> <key time="1.0" value="-1.0" /> </track> <track type="linear" target="appear:char3d:lgt_m:colr,appear:char3d:lgt_m:colg,appear:char3d:lgt_m:colb" > <key time="0.0" value="255" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:char3d:cam:posx,appear:char3d:cam:tgtx,appear:char3d:camface:posx,appear:char3d:camface:tgtx"> <key time="0.0" value="0.0" /> <key time="1.0" value="-0.8" /> </track> <!-- <track type="linear" target="appear:char3d:cam:posy"> <key time="0.0" value="21.0" /> <key time="1.0" value="23.5" /> </track> <track type="linear" target="appear:char3d:cam:posz"> <key time="0.0" value="2.5" /> <key time="1.0" value="2.4" /> </track> --> <track type="linear" target="appear:char3d:camface:posz,appear:char3d:camface:tgtz" dynamic="true" > <key time="0.0" value="2.2" /> <key time="1.0" value="add(0.1,getprop('ui:outgame:appear:char3d:charfem:headz'))" /> </track> <track type="linear" target="appear:blackboxface:alpha" > <key time="1.0" value="255" /> <key time="1.5" value="0" /> </track> <!-- <track type="linear" target="appear:char3d:charmal:posx"> <key time="0.0" value="0.8" /> <key time="1.0" value="1.2" /> </track> --> <track type="linear" target="appear:char3d:w"> <key time="0.0" value="800" /> <key time="1.0" value="400" /> </track> <track type="linear" target="appear:char3dface:x,appear:blackbox2:x,appear:blackboxface:x"> <key time="0.0" value="400" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:char3d:cam:fov" dynamic="true" > <key time="0.0" value="getprop('ui:outgame:appear:char3d:cam:fov')" /> <key time="1.0" value="sub(getprop('ui:outgame:appear:char3d:cam:fov'),30)" /> </track> </anim> <!-- male vers female --> <anim id="anim_appear_cam_m_f" duration="1.0" > <track type="linear" target="appear:char3d:back:posx" > <key time="0.0" value="1.0" /> <key time="1.0" value="-1.0" /> </track> <track type="linear" target="appear:char3d:lgt_m:colr,appear:char3d:lgt_m:colg,appear:char3d:lgt_m:colb" > <key time="0.0" value="255" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:char3d:lgt_f:colr,appear:char3d:lgt_f:colg,appear:char3d:lgt_f:colb" > <key time="0.0" value="0" /> <key time="1.0" value="255" /> </track> <track type="linear" target="appear:char3d:cam:posx,appear:char3d:cam:tgtx,appear:char3d:camface:posx,appear:char3d:camface:tgtx"> <key time="0.0" value="0.8" /> <key time="1.0" value="-0.8" /> </track> <track type="linear" target="appear:char3d:camface:posz,appear:char3d:camface:tgtz" dynamic="true" > <key time="0.0" value="add(0.1,getprop('ui:outgame:appear:char3d:charmal:headz'))" /> <key time="1.0" value="add(0.1,getprop('ui:outgame:appear:char3d:charfem:headz'))" /> </track> <!-- <track type="linear" target="appear:char3d:cam:posy"> <key time="0.0" value="23.5" /> <key time="0.5" value="21.0" /> <key time="1.0" value="23.5" /> </track> <track type="linear" target="appear:char3d:cam:posz"> <key time="0.0" value="2.4" /> <key time="0.5" value="2.5" /> <key time="1.0" value="2.4" /> </track> <track type="linear" target="appear:char3d:charmal:posx"> <key time="0.0" value="0.8" /> <key time="1.0" value="1.2" /> </track> <track type="linear" target="appear:char3d:charfem:posx"> <key time="0.0" value="-1.2" /> <key time="1.0" value="-0.8" /> </track> --> </anim> <!-- female vers male --> <anim id="anim_appear_cam_f_m" duration="1.0" > <track type="linear" target="appear:char3d:back:posx" > <key time="0.0" value="-1.0" /> <key time="1.0" value="1.0" /> </track> <track type="linear" target="appear:char3d:lgt_m:colr,appear:char3d:lgt_m:colg,appear:char3d:lgt_m:colb" > <key time="0.0" value="0" /> <key time="1.0" value="255" /> </track> <track type="linear" target="appear:char3d:lgt_f:colr,appear:char3d:lgt_f:colg,appear:char3d:lgt_f:colb" > <key time="0.0" value="255" /> <key time="1.0" value="0" /> </track> <track type="linear" target="appear:char3d:cam:posx,appear:char3d:cam:tgtx,appear:char3d:camface:posx,appear:char3d:camface:tgtx"> <key time="0.0" value="-0.8" /> <key time="1.0" value="0.8" /> </track> <track type="linear" target="appear:char3d:camface:posz,appear:char3d:camface:tgtz" dynamic="true" > <key time="0.0" value="add(0.1,getprop('ui:outgame:appear:char3d:charfem:headz'))" /> <key time="1.0" value="add(0.1,getprop('ui:outgame:appear:char3d:charmal:headz'))" /> </track> <!-- <track type="linear" target="appear:char3d:cam:posy"> <key time="0.0" value="23.5" /> <key time="0.5" value="21.0" /> <key time="1.0" value="23.5" /> </track> <track type="linear" target="appear:char3d:cam:posz"> <key time="0.0" value="2.4" /> <key time="0.5" value="2.5" /> <key time="1.0" value="2.4" /> </track> <track type="linear" target="appear:char3d:charmal:posx"> <key time="0.0" value="1.2" /> <key time="1.0" value="0.8" /> </track> <track type="linear" target="appear:char3d:charfem:posx"> <key time="0.0" value="-0.8" /> <key time="1.0" value="-1.2" /> </track> --> </anim> </interface_config>