CombatRaycastEnumFlags = const.efVisible + const.efCollision const.TagLookupTable["left_click"] = "" const.TagLookupTable["right_click"] = "" const.TagLookupTable["middle_click"] = "" const.TagLookupTable["mouse_button_4"] = "" const.TagLookupTable["mouse_button_5"] = "" const.TagLookupTable["mouse_wheel_up"] = "" const.TagLookupTable["mouse_wheel_down"] = "" const.BlueEMColor = ""--0x15848a for conversation dialog, EmStyle in others const.TagLookupTable["em"] = "" const.TagLookupTable["/em"] = "" const.TagLookupTable["negative"] = "" const.TagLookupTable["/negative"] = "" const.TagLookupTable["flavor"] = "" const.TagLookupTable["/flavor"] = "" const.TagLookupTable["error"] = "" const.TagLookupTable["/error"] = "" const.TagLookupTable["bullet_tab"] = " "-- instead of , that does not work in controls with word wraped text const.TagLookupTable["bullet_point"] = "" const.TagLookupTable["/bullet_point"] = "" const.TagLookupTable["bullet_point_em"] = "" const.TagLookupTable["space"] = " " -- color tags const.TagLookupTable["red"] = "" const.TagLookupTable["/red"] = "" const.TagLookupTable["green"] = "" const.TagLookupTable["/green"] = "" const.TagLookupTable["item_green"] = "" const.TagLookupTable["/item_green"] = "" const.TagLookupTable["yellow"] = "" const.TagLookupTable["/yellow"] = "" const.TagLookupTable["white"] = "" const.TagLookupTable["/white"] = "" for k,v in pairs(GameColors) do const.TagLookupTable[ "GameColor" .. k ] = string.format("", GetRGB(v)) const.TagLookupTable[ "/GameColor" .. k ] = "" end --Phrase mood tags const.TagLookupTable["aggressive"] = "" const.TagLookupTable["/aggressive"] = "" const.TagLookupTable["joking"] = "" const.TagLookupTable["/joking"] = "" const.TagLookupTable["sarcastic"] = "" const.TagLookupTable["/sarcastic"] = "" const.TagLookupTable["concentrated"] = "" const.TagLookupTable["/concentrated"] = "" const.TagLookupTable["scared"] = "" const.TagLookupTable["/scared"] = "" const.TagLookupTable["teasing"] = "" const.TagLookupTable["/teasing"] = "" const.TagLookupTable["happy"] = "" const.TagLookupTable["/happy"] = "" const.TagLookupTable["surprised"] = "" const.TagLookupTable["/surprised"] = "" const.TagLookupTable["friendly"] = "" const.TagLookupTable["/friendly"] = "" const.TagLookupTable["disgusted"] = "" const.TagLookupTable["/disgusted"] = "" const.TagLookupTable["calm"] = "" const.TagLookupTable["/calm"] = "" const.TagLookupTable["critical"] = "" const.TagLookupTable["/critical"] = "" const.TagLookupTable["confused"] = "" const.TagLookupTable["/confused"] = "" const.TagLookupTable["excited"] = "" const.TagLookupTable["/excited"] = "" const.TagLookupTable["seductive"] = "" const.TagLookupTable["/seductive"] = "" const.PrefabAvgObjRadius = 1 * guim -- Attach UI colors const.VisibleUIColorModifier = const.clrWhite const.DimmedUIColorModifier = RGB(20, 20, 20) const.CoverUIColorModifier = RGB(12, 38, 50) const.InactiveCoverUIColorModifier = RGB(50, 11, 16) const.CoverDimmedUIColorModifier = RGB(3, 13, 14) const.CoverCombatUIColorModifier = RGB(29, 26, 6) const.CoverCombatDimmedUIColorModifier = RGB(14, 13, 3) const.SurroundUIColorModifier = RGB(30, 3, 3) const.SurroundDimmedUIColorModifier = RGB(15, 1, 1) const.CoverFaceUpdateTime = 5000 -- how often we should face closest enemy while in cover -- world directions const.WorldDirections = {"North", "South", "East", "West"} -- UI times(ms) const.UIButtonPressDelay = 300 const.UIButtonStay = 1000 -- Conversation UI const.RolloverTime = 0 const.RolloverDestroyTime = const.RolloverTime -- sat view map icons animation const.PulseTime = 1300 const.PulseSize = 1180 const.DefaultMouseCursor = "UI/Cursors/Cursor.tga" const.DefaultPdaMouseCursor = "UI/Cursors/Pda_Cursor.tga" const.DifficultyPresets = { { text = "Easy (30)", id = 30 }, { text = "Medium (50)", id = 50 }, { text = "Hard (70)", id = 70 }, { text = "Very Hard (90)", id = 90 }, { text = "Impossible", id = -1 } } const.DifficultyPresetsWisdomMarkers = { { text = "Easy (80)", id = 80 }, { text = "Medium (85)", id = 85 }, { text = "Hard (90)", id = 90 }, { text = "Very Hard (95)", id = 95 }, { text = "Impossible", id = -1 } } const.DifficultyPresetsNew = { { text = "None (0)", id = "None", value = 0 }, { text = "Easy (30)", id = "Easy", value = 30 }, { text = "Medium (50)", id = "Medium", value = 50 }, { text = "Hard (70)", id = "Hard", value = 70 }, { text = "Very Hard (90)", id = "VeryHard", value = 90 }, { text = "Always (100)", id = "Always", value = 100 }, { text = "Impossible", id = "Impossible", value = -1 } } const.DifficultyPresetsWisdomMarkersNew = { { text = "Trivial (75)", id = "Trivial", value = 75 }, { text = "Easy (80)", id = "Easy", value = 80 }, { text = "Medium (85)", id = "Medium", value = 85 }, { text = "Hard (90)", id = "Hard", value = 90 }, { text = "Very Hard (95)", id = "VeryHard", value = 95 }, { text = "Always (100)", id = "Always", value = 100 }, { text = "Impossible", id = "Impossible", value = -1 } } const.WeaponModDifficultyPresets = { { text = "Trivial (-25)", id = -25 }, { text = "Easy (-10)", id = -10 }, { text = "Normal (0)", id = 0 }, { text = "Hard (10)", id = 10 }, { text = "Very Hard (20)", id = 20 } } const.DifficultyToItemModifier = { ["Trivial"] = 0, ["Easy"] = 0, ["Medium"] = 1, ["Hard"] = 1, ["VeryHard"] = 2, ["Always"] = 3, ["Impossible"] = 3, } -- AnimMomentHook - bushes, decals, water objects const.AnimMomentHookTraverseVegetationRadius = 2 * guim const.AnimMomentHookEnumDecalWaterRadius = 10 * guim -- Base color palete const.UIBaseColorPalette = { [0x1B1F2D] = RGBA(27,31,45,255), -- black [0x50504B] = RGBA(80,80,75,255), [0xC3BDAC] = RGBA(195,189,172,255),-- white base text color [0xDBD7CD] = RGBA(219,215,205,255), [0x5A5B43] = RGBA(90,91,67,255), [0xDA6808] = RGBA(218,104,8,255), -- orange [0x15848A] = RGBA(21,132,138,255), -- blue -- out of base palette - custom colors [0xd46508] = RGBA(212, 101, 8, 255), -- orange-conflict screen } const.PDAUIColors = { noClr = RGBA(255, 255, 255, 0), selBorderColor = RGB(111, 109, 97), titleColor = RGB(52, 55, 61), } const.HUDUIColors = { selectedColored = RGB(230, 222, 203), defaultColor = RGB(30, 37, 47), } -- FX const.FXWaterMinOffsetZ = -2 * const.SlabSizeZ -- catch knee deep water const.FXShallowWaterOffsetZ = guim / 3 --UI Conversation const.ConversationPortraitsCustomOffset = { ["MD"] = -80, ["Red"] = -80, ["Barry"] = -80, ["HeadshotHue"] = -80, ["GreasyBasil"] = -60, } --Night and Lights const.vsIlluminationThresholdPerLightTestPoint = 24