; Client size. Changing it to something other than 714, 668 will stretch or ; compress courtroombackground.png accordingly. courtroom = 0, 0, 391, 814 ; **COORDINATE SYSTEM RELATIVE TO "courtroom"** ; x/y coordinates 0,0 will start at top-left of the "courtroom" for everything below until specified otherwise. ; **** ; IC Area. Changing 256, 192 will stretch or compress character gifs and the ; /bgs being used accordingly viewport = 0, 0, 392, 221 ; IC chatlog ic_chatlog = 197, 449, 193, 158 ; Master server chatlog ms_chatlog = 197, 250, 193, 156 ; OOC Chatlog server_chatlog = 197, 250, 193, 156 ; Where you type to make an OOC chat message ; NOTE: THIS DOES NOT HAVE ANY VISUAL APPEARANCE ooc_chat_message = 200, 408, 189, 19 ; Where you enter your OOC name, and also where it shows up ooc_chat_name = 200, 428, 54, 19 ; Toggle between Server and Master OOC chats ooc_toggle = 255, 428, 136, 19 ; The scrolling music name display music_display = 2, 1, 74, 26 ; WARNING: music_name x/y coordinates relative to music_display! music_name = 0, 0, 74, 26 ; Where the jukebox is music_list = 197, 650, 195, 163 ; If the jukebox list is animated music_list_animated = 1 ; Jukebox search bar music_search = 197, 627, 77, 23 evidence_button = 305, 630, 85, 18 ; This button allows switching between music and areas. switch_area_music = 270, 627, 35, 23 ; Music list state colors found_song_color = 144, 238, 144 missing_song_color = 255, 125, 125 ; Labels and sliders for music/sfx/blips music_label = 112, 695, 41, 16 sfx_label = 112, 710, 41, 16 blip_label = 112, 725, 41, 16 music_slider = 142, 695, 50, 16 sfx_slider = 142, 711, 50, 16 blip_slider = 142, 727, 50, 16 ; Emote buttons - [490, 98] determines how many columns and rows of buttons are ; displayed per page. 49, 49 is the ABSOLUTE MINIMUM, and displays 1 button per ; page. Having either number lower than 49 crashes the client when you try to ; pick a character. If you want X columns and Y rows, you would change it to ; 49X, 49Y (ie. 490, 147 if you want 10 columns and 3 rows) emotes = 5, 271, 190, 358 emote_button_spacing = 9, 9 emote_button_size = 40, 40 ; Page togglers for emotes emote_left = 4, 251, 58, 19 emote_right = 135, 251, 58, 19 ; Emote dropdown/emote names - Change '125' to make it longer/shorter and ; display the full emote name or truncate it based on length emote_dropdown = 5, 630, 99, 20 iniswap_dropdown = 20, 674, 174, 20 iniswap_remove = 0, 674, 20, 20 sfx_dropdown = 20, 652, 84, 20 sfx_remove = 0, 652, 20, 20 effects_dropdown = 105, 630, 89, 20 effects_icon_size = 16, 16 text_color = 105, 652, 89, 20 pos_dropdown = 222, 225, 60, 20 pos_remove = 200, 225, 20, 20 ; Hold it/Take That/Objection and the "BLING!" buttons hold_it = 66, 251, 20, 19 objection = 88, 251, 20, 19 take_that = 110, 251, 20, 19 realization = 286, 225, 50, 20 ; Screenshake screenshake = 337, 225, 50, 20 ; If the server supports it (AOV does not currently) - if a character has a ; custom.gif and custom.wav in their folder, this button acts as another ; Objection/Take That/Hold It for that character that uses the custom animation ; and sfx. (Think Satorah! Such Insolence!, Gotcha!) custom_objection = 250, 221, 76, 28 ; Preanimation toggle pre = 5, 608, 80, 21 ; Flip button flip = 64, 608, 51, 21 ; Additive button additive = 100, 608, 80, 21 ; Guard button guard = 340, 608, 61, 21 pre_no_interrupt = 160, 608, 80, 21 ; These two are casing-related inputs. ; "casing" is a tickbox that toggles whether you should receive case alerts or ; not (you can set your preferences, and its default value, in the Settings!) ; "casing_button" is an interface to help you announce a case (you have to be ; a CM first to be able to announce cases). casing = 232, 608, 80, 21 ; An in-game tickbox that allows you to set whether your client should show ; custom shownames where possible, or always keep to character names. ; This is useful if you suspect someone is impersonating others, for example, ; and they are using this in combination with ini-swapping to 'duplicate' a ; character. showname_enable = 285, 608, 80, 21 ; Penalty bars and judge's buttons for penalizing. Other than the bars, these ; ONLY show up on a character with /pos jud defense_bar = 12, 698, 87, 9 prosecution_bar = 12, 710, 87, 9 defense_plus = 99, 698, 9, 9 defense_minus = 5, 698, 9, 9 prosecution_plus = 99, 710, 9, 9 prosecution_minus = 5, 710, 9, 9 ; Judge's buttons for WT and CE. /pos jud witness_testimony = 0, 0, 85, 42 cross_examination = 0, 42, 85, 42 not_guilty = 306, 0, 85, 42 guilty = 306, 42, 85, 42 ; Buttons to change character/Reload theme/Call Mod change_character = 5, 770, 125, 23 settings = 130, 770, 66, 23 reload_theme = 5, 792, 84, 23 call_mod = 88, 792, 64, 23 casing_button = 152, 792, 44, 23 ; Character select widgets char_select = 0, 0, 391, 814 char_list = 99999, 36, 190, 596 back_to_lobby = 5, 5, 91, 23 char_password = 9999, 7, 120, 22 char_buttons = 32, 42, 358, 730 char_button_spacing = 7, 7 char_select_left = 100, 5, 43, 24 char_select_right = 146, 5, 43, 24 spectator = 147, 780, 100, 28 char_search = 230, 7, 120, 22 ; ------------------------- ; New in 2.6.0 ; ------------------------- ; A tickbox that filters based on if a character requires password to access or not. ; Note that this is actually only partially implemented in AO. ; The interface exists for it, but no way to actually password the characters. char_passworded = 545, 7, 100, 22 ; A tickbox that filters characters based on if they are taken. char_taken = 635, 7, 80, 22 ; These are responsible for the pairing stuff. ; These work much like muting, actually. pair_button = 10, 725, 40, 40 pair_list = 200, 400, 185, 217 pair_offset_spinbox = 200, 380, 55, 20 pair_vert_offset_spinbox = 255, 380, 55, 20 pair_order_dropdown = 310, 380, 75, 20 ; Mute button mute_button = 55, 725, 40, 40 mute_list = 200, 400, 185, 217 ; These are colours for the various statuses an area can be in. area_free_color = 144, 238, 144 area_lfp_color = 127, 255, 0 area_casing_color = 255, 215, 0 area_recess_color = 255, 246, 143 area_rp_color = 135, 206, 255 area_gaming_color = 171, 130, 255 area_locked_color = 165, 43, 43 ; ; Chat system ; ; IC chatbox chatbox = 0, 114, 392, 107 ; IC chatbox if the current background's folder contains stand.png, ; defensedesk.png and prosecutiondesk.png ao2_chatbox = 0, 114, 392, 107 ; **COORDINATE SYSTEM RELATIVE TO "chatbox"/"ao2_chatbox"** ; x/y coordinates 0,0 will start at top-left of the "chatbox"/"ao2_chatbox" for everything below until specified otherwise. ; **** ; Textbox for custom IC name (the "showname"), width is the smallest size showname = 7, 3, 54, 15 ; I am sure there are some differences between the 'ao2_' versions and the ; 'ao2_'-less versions of the IC text display and input, but I do not know ; what. Still, here you go! ao2_ic_chat_name = 107, 743, 86, 23 ; This is an input field that allows you to change your in-character showname. ic_chat_name = 107, 743, 86, 23 ; The chatbox image used for smallest possible size is "chat". "chatblank" is used if the showname is whitespace-only. ; "chatmed" will be used if the showname size exceeds the width, at which point the showname will receive showname_extra_width. ; "chatbig" will be used if the showname size exceeds the "chatmed" width, at which point the showname will receive showname_extra_width again. ; Text any bigger than that will be cut off. If "chatmed" or "chatbig" are missing, showname will not be resized. showname_extra_width = 24 ; Where the text will be aligned in the showname box. ; Possible options include: ; left ; center ; right ; justify (like in newspapers) showname_align = center ; IC message, positioned within the chatbox. Changing 250 affects how ; long text goes on before going onto the next line. Changing 89 affects ; how many lines you can see before the message starts scrolling, based on ; Every line height is 25 if the font size is 10 and the Sans font is used. ; There's 4 pixels from X position until the symbol is displayed. ; the formula of n = 25+(n-1)*16, where n is the number of lines to be ; displayed. (ie, set it to 25 for 1 line, 41 for 2, 57 for 3, 73 for 4, ; 89 for 5, 105 for 6... Less than 25 displays nothing) message = 4, 18, 389, 89 ; A chat indicator alerting us the chat ticker isn't active (text is no longer being processed). chat_arrow = 999999240, 57, 11, 9 ; Where you type to make an IC chat message ic_chat_message = 0, 222, 256, 23 ; IC chat message if the current background's folder contains stand.png, ; defensedesk.png and prosecutiondesk.png ao2_ic_chat_message = 0, 222, 196, 23 ; ; Evidence system ; ; **COORDINATE SYSTEM RELATIVE TO "viewport"** ; x/y coordinates 0,0 will start at top-left of the "viewport" for everything below until specified otherwise. ; **** left_evidence_icon = 13, 13, 70, 70 right_evidence_icon = 173, 13, 70, 70 ; **COORDINATE SYSTEM RELATIVE TO "courtroom"** ; x/y coordinates 0,0 will start at top-left of the "courtroom" for everything below until specified otherwise. ; **** evidence_background = 0, 375, 391, 212 ;evidence_background = 0, 5, 391, 212 ; **COORDINATE SYSTEM RELATIVE TO "evidence_background"** ; x/y coordinates 0,0 will start at top-left of the "evidence_background" for everything below until specified otherwise. ; **** evidence_name = 65, 4, 264, 19 evidence_load = 346, 24, 20, 20 evidence_save = 368, 24, 20, 20 evidence_transfer = 346, 2, 20, 20 evidence_switch = 368, 2, 20, 20 evidence_present = 117, 175, 158, 41 evidence_buttons = 53, 27, 300, 144 evidence_button_spacing = 2, 3 evidence_button_size = 70, 70 evidence_left = 28, 182, 60, 24 evidence_right = 300, 182, 60, 24 evidence_overlay = 38, 18, 316, 171 ; **COORDINATE SYSTEM RELATIVE TO "evidence_overlay"** ; x/y coordinates 0,0 will start at top-left of the "evidence_overlay" (which is parented to "evidence_background") for everything below until specified otherwise. ; **** evidence_delete = 17, 8, 70, 20 evidence_image_name = 88, 8, 109, 20 evidence_image_button = 197, 8, 60, 20 evidence_x = 279, 8, 20, 20 evidence_ok = 258, 8, 20, 20 evidence_description = 18, 28, 281, 131 evidence_edit = 279, 33, 20, 20 ; timers ; universal clock_0 = 90, 2, 70, 14 ; def clock_1 = 2, 2, 70, 14 ; pro clock_2 = 184, 2, 70, 14 ; def2 clock_3 = 2, 18, 70, 14 ; pro2 clock_4 = 184, 18, 70, 14