Hey I'm gonna need help with this one.
I'm creating a scenario and I have the custom game screen set up. I copied the .lua and .xml from the Fall of Rome scenario. However, the "Load Mod" button doesn't work. I can click on it forever and it won't open anything up.
I am relatively sure the code is correct. So what do you think the problem is?
XML:
LUA:
I'm creating a scenario and I have the custom game screen set up. I copied the .lua and .xml from the Fall of Rome scenario. However, the "Load Mod" button doesn't work. I can click on it forever and it won't open anything up.
I am relatively sure the code is correct. So what do you think the problem is?
XML:
Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<Context ColorSet="Beige_Black" Font="TwCenMT20" FontStyle="Shadow">
<Instance Name="ItemInstance">
<Box Anchor="L,C" Offset="0,0" Size="330,53" Color="255,255,255,0">
<Button Anchor="L,C" Size="330,53" Color="255,255,255,255" Offset="0,0" StateOffsetIncrement="0,0" ID="Button">
<ShowOnMouseOver>
<AlphaAnim Anchor="L,C" Size="330,56" Pause="0" Cycle="Bounce" Speed="1" AlphaStart="2" AlphaEnd="1">
<Grid Size="330,56" Offset="0,0" Padding="0,0" Style="Grid9FrameTurnsHL"/>
</AlphaAnim>
</ShowOnMouseOver>
<AlphaAnim Anchor="L,C" Size="330,56" Pause="0" Cycle="Bounce" Speed="1" AlphaStart="2" AlphaEnd="1" ID="SelectionAnim" Hidden="1">
<Grid Size="330,56" Offset="0,0" Padding="0,0" Style="Grid9FrameTurnsHL"/>
</AlphaAnim>
<Image Anchor="L,C" Size="64,64" Texture="Assets/UI/Art/Icons/DifficultyLevelIcons256.dds" ID="Icon"/>
<Label Anchor="L,C" Offset="64,0" Font="TwCenMT22" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="Name"/>
<Image Anchor="C,B" Offset="0,0" Texture="bar340x2.dds" Size="340.1"/>
</Button>
<Box Anchor="L,T" Offset="8,8" Size="300,36" Color="255,255,255,0" Hidden="1">
<Label Anchor="L,T" Offset="0,0" WrapWidth="300" LeadingOffset="-8" Font="TwCenMT18" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="Help"/>
</Box>
</Box>
</Instance>
<Instance Name="SelectCivInstance">
<Button Anchor="L,T" Offset="0,0" Size="902,100" Color="255,255,255,0" ID="Button">
<ShowOnMouseOver>
<AlphaAnim Anchor="L,T" Size="922,102" Pause="0" Cycle="Bounce" Speed="1" AlphaStart="1.5" AlphaEnd="1">
<Grid Size="902,104" Offset="0,-2" Padding="0,0" Style="Grid9FrameTurnsHL"/>
</AlphaAnim>
</ShowOnMouseOver>
<Image Anchor="L,C" Offset="-12,0" Size="128,128" Texture="Assets/UI/Art/Icons/LeaderPortraits1024Frame.dds">
<Image Anchor="C,C" Offset="0,0" Size="128,128" Texture="Assets/UI/Art/Icons/LeaderPortraits1024.dds" ID="Portrait"/>
</Image>
<Stack Anchor="L,T" Size="565,128" Offset="116,4" StackGrowth="Bottom" Padding="6">
<Box Offset="-12,0" Anchor="L,T" Size="424,28" Color="White.0">
<Label Anchor="L,C" Offset="12,4" Font="TwCenMT22" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="Title"/>
</Box>
<Label Anchor="L,T" Offset="0,0" WrapWidth="565" LeadingOffset="-5" Font="TwCenMT18" FontStyle="Base" ID="BonusDescription" String="[ICON_BULLET]Civ Specific Bonus 2"/>
</Stack>
<!-- Civ specific bonuses -->
<Stack Anchor="R,C" Size="128,128" StackGrowth="Right" Padding="-8" Offset="4,12">
<Image Anchor="C,C" Offset="0,0" Texture="IconFrame64.dds" Size="64.64" Hidden="0">
<Image Size="64,64" Anchor="C,C" Texture="Assets/UI/Art/Icons/Units/CivSymbolsColor512.dds" ID="IconShadow" Hidden="0"/>
</Image>
<Image Anchor="L,C" Texture="IconFrame64.dds" Size="64.64" Hidden="0" ID="BF1">
<Image Anchor="C,C" Size="64,64" Texture="WonderAtlas512.dds" ID="B1"/>
</Image>
<Image Anchor="C,C" Texture="IconFrame64.dds" Size="64.64" ID="BF2">
<Image Anchor="C,C" Size="64,64" Texture="WonderAtlas512.dds" ID="B2"/>
</Image>
</Stack>
<Box Anchor="L,T" Offset="84,8" Size="530,64" Color="255,255,255,0">
<Label Anchor="L,T" Offset="0,0" WrapWidth="520" LeadingOffset="-8" Font="TwCenMT18" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="Description" Hidden="1"/>
</Box>
<Image Size="54,54" Offset="3,3" Anchor="L,B" Texture="Assets/UI/Art/UnitPanel/UnitTypeFrame.dds" Hidden="1">
<Image Size="38,38" Offset="0,0" Anchor="C,C" Color="128.128.128.255" Texture="Assets/UI/Art/UnitPanel/unitbackteamcolor.dds" ID="TeamColor" Hidden="1"/>
<Image Size="38,38" TextureOffset="0,39" Anchor="C,C" Texture="Assets/UI/Art/UnitPanel/unitbackteamcolor.dds" Hidden="1"/>
<Image Size="32,32" Offset="0,0" Anchor="C,C" Color="White.255" Texture="Assets/UI/Art/Icons/Units/CivSymbolAtlas32.dds" ID="Icon" Hidden="1"/>
</Image>
<Image Anchor="C,B" Offset="0,0" Texture="bar900x2.dds" Size="900.1"/>
</Button>
</Instance>
<Container ID="MainSelection" Size="1024,700" Anchor="c,c">
<Grid Size="960,658" Anchor="C,C" Offset="0,36" Padding="0,0" Style="Grid9DetailFive140">
<Image Anchor="L,C" AnchorSide="O.I" Offset="-19,0" Texture="Dec32x64Left.dds" Size="32.64" />
<Image Anchor="R,C" AnchorSide="O.I" Offset="-19,0" Texture="Dec32x64Right.dds" Size="32.64" />
<Image Anchor="C,T" Offset="0,-33" AnchorSide="O.O" Texture="Assets/UI/Art/Controls/topframe.dds" Size="512,128"/>
<Image Anchor="C,B" Offset="0,-109" AnchorSide="O.O" Texture="Assets/UI/Art/Controls/bottomframe.dds" Size="512,128"/>
<!-- Screen Title -->
<Label Anchor="C,T" ID="ScreenTitle" Offset="0,19" Font="TwCenMT20" Color0="30.50.80.255" Color1="133.184.186.255" Color2="133.184.186.255" FontStyle="SoftShadow" String="TXT_KEY_GAME_SELECTION_SCREEN"/>
<!-- Civilization -->
<Button Anchor="L,T" Offset="20,50" Size="922,100" Color="255,255,255,0" ID="CivilizationButton">
<ShowOnMouseOver>
<AlphaAnim Anchor="L,T" Size="922,102" Pause="0" Cycle="Bounce" Speed="1" AlphaStart="1.5" AlphaEnd="1">
<Grid Size="922,104" Offset="0,-2" Padding="0,0" Style="Grid9FrameTurnsHL"/>
</AlphaAnim>
</ShowOnMouseOver>
<Image Anchor="L,C" Offset="-12,0" Size="128,128" Texture="Assets/UI/Art/Icons/LeaderPortraits1024Frame.dds">
<Image Anchor="C,C" Offset="0,0" Size="128,128" Texture="Assets/UI/Art/Icons/LeaderPortraits1024.dds" ID="Portrait"/>
</Image>
<Stack Anchor="L,T" Size="565,128" Offset="116,4" StackGrowth="Bottom" Padding="6">
<Box Offset="-12,0" Anchor="L,T" Size="424,28" Color="White.0">
<Label Anchor="L,C" Offset="12,4" Font="TwCenMT22" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="Title"/>
</Box>
<Label Anchor="L,T" Offset="0,0" WrapWidth="565" LeadingOffset="-5" Font="TwCenMT18" ID="BonusDescription" String="[ICON_BULLET]Civ Specific Bonus 2"/>
</Stack>
<!-- Civ specific bonuses -->
<Stack Anchor="R,C" Size="128,128" StackGrowth="Right" Padding="-8" Offset="24,12">
<Image Anchor="L,C" Texture="IconFrame64.dds" Size="64.64" Hidden="0" ID="BF1">
<Image Anchor="C,C" Size="64,64" Texture="WonderAtlas512.dds" ID="B1"/>
</Image>
<Image Anchor="C,C" Texture="IconFrame64.dds" Size="64.64" ID="BF2">
<Image Anchor="C,C" Size="64,64" Texture="WonderAtlas512.dds" ID="B2"/>
</Image>
<Image Anchor="C,C" Offset="0,0" Texture="IconFrame64.dds" Size="64.64" Hidden="0">
<Image Size="64,64" Anchor="C,C" Texture="Assets/UI/Art/Icons/Units/CivSymbolsColor512.dds" ID="IconShadow" Hidden="0"/>
</Image>
</Stack>
</Button>
<!-- Civ Selection -->
<ScrollPanel Anchor="L,T" Offset="20,155" Size="902,404" Vertical="1" ID="SelectCivScrollPanel" Hidden="1">
<!-- Scroll Controls -->
<ScrollBar Style="VertSlider" Length="370" Offset="0.18" Anchor="R,T" AnchorSide="O,I"/>
<UpButton Offset="0.0" Style="ScrollBarUp" Anchor="R,T" AnchorSide="O,I"/>
<DownButton Offset="0.1" Style="ScrollBarDown" Anchor="R,B" AnchorSide="O,I"/>
<Stack Anchor="L,T" Offset="0,0" Size="902,128" StackGrowth="Bottom" Padding="0" ID="SelectCivStack"/>
</ScrollPanel>
<!-- Difficulty Selection Menu -->
<Box Anchor="L,T" Offset="38,155" Size="354,404" Color="255,255,255,0" ID="DifficultySelectionBox" >
<Grid Anchor="L,T" Offset="0,0" Size="350,404" Padding="0,0" Style="GridBlackIndent8" Hidden="0" >
<Grid Anchor="L,T" Offset="4,0" Size="354,404" Padding="0,0" Style="Grid9Frame" Hidden="0" >
<Image Anchor="L,C" AnchorSide="O.I" Offset="-11,0" Size="32,64" Texture="Assets/UI/Art/Controls/9 Grids/Dec32x64Left.dds" />
<ScrollPanel Anchor="L,T" Offset="0,32" Size="330,368" Vertical="1" ID="DifficultyScrollPanel" >
<!-- Scroll Controls -->
<ScrollBar Style="VertSlider" Length="332" Offset="0.18" Anchor="R,T" AnchorSide="O,I" />
<UpButton Offset="0.0" Style="ScrollBarUp" Anchor="R,T" AnchorSide="O,I" />
<DownButton Offset="0.0" Style="ScrollBarDown" Anchor="R,B" AnchorSide="O,I" />
<Stack Anchor="L,T" Offset="0,0" StackGrowth="Bottom" Padding="0" ID="DifficultyStack" />
</ScrollPanel>
</Grid>
</Grid>
<Image Anchor="L,T" Offset="4,-1" Size="354,45" Texture="Assets/UI/Art/WorldView/SetupTab2.dds">
<Label Anchor="C,C" Offset="0,-7" Font="TwCenMT20" ColorSet="Beige_Black_Alpha" String="TXT_KEY_AD_SELECT_DIFFICULTY" FontStyle="Shadow"/>
</Image>
</Box>
<!-- Dawn of Man-->
<Box Anchor="R,T" Offset="38,155" Size="524,404" Color="255,255,255,0" ID="DoMBox">
<Grid Anchor="C,T" Offset="0,0" Size="520,404" Padding="0,0" Style="GridBlackIndent8" Hidden="0">
<Grid Anchor="C,T" Offset="0,0" Size="524,404" Padding="0,0" Style="Grid9Frame" Hidden="0">
<Image Anchor="R,C" AnchorSide="O.I" Offset="-11,0" Size="32,64" Texture="Assets/UI/Art/Controls/9 Grids/Dec32x64Right.dds"/>
<ScrollPanel Anchor="L,T" Offset="0,6" Size="500,392" Vertical="1" ID="DoMScrollPanel">
<!-- Scroll Controls -->
<ScrollBar Style="VertSlider" Length="356" Offset="0,18" Anchor="R,T" AnchorSide="O,I"/>
<UpButton Offset="0.0" Style="ScrollBarUp" Anchor="R,T" AnchorSide="O,I"/>
<DownButton Offset="0.0" Style="ScrollBarDown" Anchor="R,B" AnchorSide="O,I"/>
<Stack Anchor="C,T" Offset="0,36" Size="128,128" StackGrowth="Bottom" Padding="12" ID="MainStack">
<Label Anchor="C,C" WrapWidth="460" ID="Quote" LeadingOffset="-4" Offset="0,0" ColorSet="Beige_Black_Alpha" Font="TwCenMT14" FontStyle="Shadow"/>
<Box Anchor="C.C" Offset="0,0" Size="400,6" Color="White.0"/>
<Box Size="128,36" Color="Black,0"/>
</Stack>
</ScrollPanel>
</Grid>
</Grid>
</Box>
<!-- Back Button -->
<GridButton Anchor="L,B" Style="SmallButton" Size="150,32" Offset="38,54" StateOffsetIncrement="0,0" ID="BackButton">
<Label Anchor="C,C" Offset="0,0" String="TXT_KEY_BACK_BUTTON" Font="TwCenMT18" ColorSet="Beige_Black_Alpha" FontStyle="Shadow"/>
</GridButton>
<!-- Start Game -->
<GridButton Anchor="R,B" ID="StartButton" Offset="38,54" Size="260,45" Style="BaseButton" String="TXT_KEY_START_GAME"/>
</Grid>
</Container>
</Context>
LUA:
Spoiler :
Code:
----------------------------------------------------------------
include( "IconSupport" );
include( "UniqueBonuses" );
----------------------------------------------------------------
-- Global Constants
----------------------------------------------------------------
ScenarioCivilizations = {
[0] = "CIVILIZATION_CHOSOKABE",
[1] = "CIVILIZATION_DATE",
[2] = "CIVILIZATION_HOJO",
[3] = "CIVILIZATION_MORI",
[4] = "CIVILIZATION_ODA",
[5] = "CIVILIZATION_SHIMAZU",
[6] = "CIVILIZATION_TAKEDA",
[7] = "CIVILIZATION_TOKUGAWA",
[8] = "CIVILIZATION_UESUGI",
[9] = "CIVILIZATION_KOREA"
}
----------------------------------------------------------------
-- Global Variables
----------------------------------------------------------------
g_CurrentPlayerIndex = nil; --default to random
----------------------------------------------------------------
function OnBack()
if(not Controls.SelectCivScrollPanel:IsHidden()) then
ToggleCivSelection();
else
UIManager:DequeuePopup( ContextPtr );
end
end
----------------------------------------------------------------
Controls.BackButton:RegisterCallback(Mouse.eLClick, OnBack);
----------------------------------------------------------------
ContextPtr:SetInputHandler( function(uiMsg, wParam, lParam)
if uiMsg == KeyEvents.KeyDown then
if wParam == Keys.VK_ESCAPE or wParam == Keys.VK_RETURN then
OnBack();
end
end
return true;
end);
----------------------------------------------------------------
-- Handle Start Button
Controls.StartButton:RegisterCallback(Mouse.eLClick, function()
-- Shared settings
PreGame.Reset(); -- just in case.
local myModId = "14c6b207-cf3a-4919-81d7-8547f1a4cbef";
local myModVersion = Modding.GetActivatedModVersion(myModId);
local scenarioMap = Modding.GetEvaluatedFilePath(myModId, myModVersion, "SjScenarioHuge.Civ5Map");
PreGame.SetMapScript(scenarioMap.EvaluatedPath);
PreGame.SetLoadWBScenario(true);
UI.ResetScenarioPlayerSlots(true);
--PreGame.SetGameSpeed(3); -- Quick speed
PreGame.SetOverrideScenarioHandicap(true);
PreGame.SetHandicap(0, g_CurrentDifficulty);
local playerIndex = g_CurrentPlayerIndex;
if(playerIndex == nil) then
playerIndex = math.random(0, table.count(ScenarioCivilizations) - 1);
end
-- Swap Civilization to make active player the new index.
if(playerIndex ~= nil) then
UI.MoveScenarioPlayerToSlot( playerIndex, 0 );
end
Events.SerialEventStartGame();
UIManager:SetUICursor( 1 );
-- UIManager:DequeuePopup( ContextPtr );
end);
----------------------------------------------------------------
function DifficultySelected(button, difficulty)
g_CurrentDifficulty = difficulty;
g_CurrentDifficultyButton.SelectionAnim:SetHide(true);
button.SelectionAnim:SetHide(false);
g_CurrentDifficultyButton = button;
end
function Initialize()
local defaultDifficulty = GameInfo.HandicapInfos["HANDICAP_PRINCE"];
if(defaultDifficulty == nil) then
defaultDifficulty = GameInfo.HandicapInfos()(); -- Get first handicap found.
end
g_CurrentDifficulty = defaultDifficulty.ID;
----------------------------------------------------------------
-- build the buttons
----------------------------------------------------------------
for info in GameInfo.HandicapInfos() do
local controlTable = {};
ContextPtr:BuildInstanceForControl( "ItemInstance", controlTable, Controls.DifficultyStack );
if(info.ID == g_CurrentDifficulty) then
g_CurrentDifficultyButton = controlTable;
controlTable.SelectionAnim:SetHide(false);
end
IconHookup( info.PortraitIndex, 64, info.IconAtlas, controlTable.Icon );
controlTable.Help:LocalizeAndSetText(info.Help);
controlTable.Name:LocalizeAndSetText(info.Description);
controlTable.Button:SetToolTipString(Locale.ConvertTextKey( info.Help ) );
controlTable.Button:RegisterCallback(Mouse.eLClick, function() DifficultySelected(controlTable, info.ID); end);
end
Controls.CivilizationButton:RegisterCallback(Mouse.eLClick, function() ToggleCivSelection() end);
Controls.DifficultyStack:CalculateSize();
Controls.DifficultyStack:ReprocessAnchoring();
Controls.DifficultyScrollPanel:CalculateInternalSize();
BuildCivSelectList();
SetPlayerIndex(g_CurrentPlayerIndex);
end
function ToggleCivSelection()
if(not Controls.SelectCivScrollPanel:IsHidden()) then
Controls.SelectCivScrollPanel:SetHide(true);
Controls.DifficultySelectionBox:SetHide(false);
Controls.DoMBox:SetHide(false);
Controls.StartButton:SetHide(false);
else
BuildCivSelectList();
Controls.SelectCivScrollPanel:SetHide(false);
Controls.DifficultySelectionBox:SetHide(true);
Controls.DoMBox:SetHide(true);
Controls.StartButton:SetHide(true);
end
end
function BuildCivSelectList()
print("BuildCivSelectList");
Controls.SelectCivStack:DestroyAllChildren();
--Create Random Selection Entry if it's not already selected
if(g_CurrentPlayerIndex ~= nil) then
local controlTable = {};
ContextPtr:BuildInstanceForControl( "SelectCivInstance", controlTable, Controls.SelectCivStack );
controlTable.Button:SetVoid1( -1 );
controlTable.Button:RegisterCallback( Mouse.eLClick, function() SetPlayerIndex(nil); ToggleCivSelection(); end );
controlTable.Title:LocalizeAndSetText("TXT_KEY_RANDOM_LEADER");
controlTable.Description:LocalizeAndSetText("TXT_KEY_RANDOM_LEADER_HELP");
IconHookup( 22, 128, "LEADER_ATLAS", controlTable.Portrait );
if(questionOffset ~= nil) then
controlTable.Icon:SetTexture( questionTextureSheet );
controlTable.Icon:SetTextureOffset( questionOffset );
controlTable.IconShadow:SetTexture( questionTextureSheet );
controlTable.IconShadow:SetTextureOffset( questionOffset );
end
local primaryColor = GameInfo.Colors.COLOR_DARK_GREY;
local primaryColorVector = Vector4( primaryColor.Red, primaryColor.Green, primaryColor.Blue, primaryColor.Alpha );
controlTable.Icon:SetColor( primaryColorVector );
local secondaryColor = GameInfo.Colors.COLOR_LIGHT_GREY;
local secondaryColorVector = Vector4( secondaryColor.Red, secondaryColor.Green, secondaryColor.Blue, secondaryColor.Alpha );
controlTable.TeamColor:SetColor( secondaryColorVector );
-- Sets Trait bonus Text
controlTable.BonusDescription:SetText( "" );
-- Sets Bonus Icons
local maxSmallButtons = 2;
for buttonNum = 1, maxSmallButtons, 1 do
local buttonName = "B"..tostring(buttonNum);
controlTable[buttonName]:SetTexture( questionTextureSheet );
controlTable[buttonName]:SetTextureOffset( questionOffset );
controlTable[buttonName]:SetToolTipString( unknownString );
controlTable[buttonName]:SetHide(false);
local buttonFrameName = "BF"..tostring(buttonNum);
controlTable[buttonFrameName]:SetHide(false);
end
end
for playerIndex, civType in pairs(ScenarioCivilizations) do
if(playerIndex ~= g_CurrentPlayerIndex) then
local civ = GameInfo.Civilizations[civType];
-- Use the Civilization_Leaders table to cross reference from this civ to the Leaders table
local leader = GameInfo.Leaders[GameInfo.Civilization_Leaders( "CivilizationType = '" .. civ.Type .. "'" )().LeaderheadType];
local leaderDescription = leader.Description;
local colorSet = GameInfo.PlayerColors[civ.DefaultPlayerColor];
local primaryColor = GameInfo.Colors[colorSet.PrimaryColor];
local primaryColorVector = Vector4( primaryColor.Red, primaryColor.Green, primaryColor.Blue, primaryColor.Alpha );
local secondaryColor = GameInfo.Colors[colorSet.SecondaryColor];
local secondaryColorVector = Vector4( secondaryColor.Red, secondaryColor.Green, secondaryColor.Blue, secondaryColor.Alpha );
local controlTable = {};
ContextPtr:BuildInstanceForControl( "SelectCivInstance", controlTable, Controls.SelectCivStack );
controlTable.Button:SetVoid1( civ.ID );
controlTable.Button:RegisterCallback( Mouse.eLClick, function() SetPlayerIndex(playerIndex); ToggleCivSelection(); end);
controlTable.Description:SetText( Locale.ConvertTextKey( civ.Description ) );
IconHookup( leader.PortraitIndex, 128, leader.IconAtlas, controlTable.Portrait );
local textureOffset, textureAtlas = IconLookup( civ.PortraitIndex, 64, civ.IconAtlas );
if textureOffset ~= nil then
controlTable.Icon:SetTexture( textureAtlas );
controlTable.Icon:SetTextureOffset( textureOffset );
controlTable.IconShadow:SetTexture( textureAtlas );
controlTable.IconShadow:SetTextureOffset( textureOffset );
end
controlTable.Icon:SetColor( primaryColorVector );
controlTable.TeamColor:SetColor( secondaryColorVector );
-- Sets Trait bonus Text
local leaderTrait = GameInfo.Leader_Traits("LeaderType ='" .. leader.Type .. "'")();
local trait = leaderTrait.TraitType;
local gameTrait = GameInfo.Traits[trait];
controlTable.BonusDescription:SetText( Locale.ConvertTextKey( gameTrait.Description ));
local title = string.format("%s (%s)", Locale.ConvertTextKey("TXT_KEY_RANDOM_LEADER_CIV", leaderDescription, civ.ShortDescription), Locale.ConvertTextKey(gameTrait.ShortDescription));
controlTable.Title:SetText(title);
PopulateUniqueBonuses( controlTable, civ, leader );
end
end
Controls.SelectCivStack:CalculateSize();
Controls.SelectCivStack:ReprocessAnchoring();
Controls.SelectCivScrollPanel:CalculateInternalSize();
end
function SetPlayerIndex(playerIndex)
g_CurrentPlayerIndex = playerIndex;
if(playerIndex ~= nil) then
--Set up items for specified player.
local civType = ScenarioCivilizations[playerIndex];
-- Use the Civilization_Leaders table to cross reference from this civ to the Leaders table
local civ = GameInfo.Civilizations[civType];
local leader = GameInfo.Leaders[GameInfo.Civilization_Leaders( "CivilizationType = '" .. civ.Type .. "'" )().LeaderheadType];
local leaderDescription = leader.Description;
-- Set Civ Leader Icon
IconHookup( leader.PortraitIndex, 128, leader.IconAtlas, Controls.Portrait );
-- Set Civ Icon
IconHookup( civ.PortraitIndex, 64, civ.IconAtlas, Controls.IconShadow );
-- Sets Trait bonus Text
local leaderTrait = GameInfo.Leader_Traits("LeaderType ='" .. leader.Type .. "'")();
local trait = leaderTrait.TraitType;
Controls.BonusDescription:LocalizeAndSetText(GameInfo.Traits[trait].Description);
-- Set Leader & Civ Text
local title = Locale.ConvertTextKey("TXT_KEY_RANDOM_LEADER_CIV", leaderDescription, civ.ShortDescription);
title = string.format("%s (%s)", title, Locale.ConvertTextKey(GameInfo.Traits[trait].ShortDescription));
Controls.Title:SetText(title);
---- Sets Bonus Icons
PopulateUniqueBonuses( Controls, civ, leader );
-- Sets Dawn of Man Quote
Controls.Quote:LocalizeAndSetText(civ.DawnOfManQuote or "");
else
-- Setup entry for random player.
Controls.Title:LocalizeAndSetText("TXT_KEY_RANDOM_LEADER");
--controlTable.Description:LocalizeAndSetText("TXT_KEY_RANDOM_LEADER_HELP");
IconHookup( 22, 128, "LEADER_ATLAS", Controls.Portrait );
if(questionOffset ~= nil) then
--controlTable.Icon:SetTexture( questionTextureSheet );
--controlTable.Icon:SetTextureOffset( questionOffset );
Controls.IconShadow:SetTexture( questionTextureSheet );
Controls.IconShadow:SetTextureOffset( questionOffset );
end
-- Sets Trait bonus Text
Controls.BonusDescription:SetText( "" );
-- Sets Bonus Icons
local maxSmallButtons = 2;
for buttonNum = 1, maxSmallButtons, 1 do
local buttonName = "B"..tostring(buttonNum);
Controls[buttonName]:SetTexture( questionTextureSheet );
Controls[buttonName]:SetTextureOffset( questionOffset );
Controls[buttonName]:SetToolTipString( unknownString );
Controls[buttonName]:SetHide(false);
local buttonFrameName = "BF"..tostring(buttonNum);
Controls[buttonFrameName]:SetHide(false);
end
-- Sets Dawn of Man Quote
Controls.Quote:LocalizeAndSetText("TXT_KEY_SJ_SCENARIO_CIV5_DAWN_TEXT");
end
Controls.MainStack:CalculateSize();
Controls.MainStack:ReprocessAnchoring();
Controls.DoMScrollPanel:CalculateInternalSize();
end
Initialize();