Updated GUI/entities to use Philip's spiffy new icon sheets. :)
This was SVN commit r1520.
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@ -5,7 +5,7 @@
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<Id
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generic="Civilian Centre"
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icon_cell="48"
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icon_cell="47"
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rollover="The heart of the player's empire. Trains economic units, and can only be built on settlements."
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@ -5,7 +5,7 @@
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<Id
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generic="Temple"
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icon_cell="59"
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icon_cell="58"
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rollover="The Temple trains physicians, researches medical technologies, and provides healing to nearby allied organic units."
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@ -5,7 +5,7 @@
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<Id
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generic="House"
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icon_cell="49"
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icon_cell="48"
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rollover="A civic building that increases the player's population."
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@ -5,7 +5,7 @@
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<Id
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generic="Outpost"
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icon_cell="54"
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icon_cell="53"
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rollover="Outposts can be built anywhere on a player's land, and garrisoned to provide reconnaissance and defense against attackers."
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@ -5,7 +5,7 @@
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<Id
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generic="Wall"
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icon_cell="55"
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icon_cell="54"
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rollover="Build walls to protect a town, close off choke points, and defend resource sites."
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@ -5,7 +5,7 @@
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<Id
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generic="Gate"
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icon_cell="57"
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icon_cell="56"
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rollover="Gates allow allied units access through a wall, but are also its most vulnerable point."
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@ -5,7 +5,7 @@
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<Id
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generic="Tower"
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icon_cell="56"
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icon_cell="55"
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rollover="Towers can be garrisoned to defend a city wall against attackers."
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@ -5,7 +5,7 @@
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<Id
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generic="Farmstead"
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icon_cell="50"
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icon_cell="49"
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rollover="The Farmstead is the centre for food gathering operations. Fields and Corrals must be built at lots adjacent to it."
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@ -5,7 +5,7 @@
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<Id
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generic="Mill"
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icon_cell="53"
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icon_cell="52"
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rollover="A Mill must be constructed near a source of Wood, Stone or Ore in order to collect them. It also provides technologies that improve gathering of these resources."
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@ -5,7 +5,7 @@
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<Id
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generic="Market"
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icon_cell="61"
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icon_cell="60"
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rollover="The Market creates trade units and allows resources to be bartered. Traders travel between Markets, generating resources on a successful round-trip."
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@ -5,7 +5,7 @@
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<Id
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generic="Fortress"
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icon_cell="62"
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icon_cell="61"
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rollover="The Fortress represents the pinnacle of a civilisation's military prowess. Heroes, powerful advanced units, and unique technologies are available from this structure."
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@ -5,7 +5,7 @@
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<Id
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generic="Barracks"
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icon_cell="60"
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icon_cell="59"
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rollover="The Barracks trains military units. Technologies may also be researched to improve their equipment."
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@ -5,7 +5,7 @@
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<Id
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generic="Dock"
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icon_cell="58"
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icon_cell="57"
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rollover="Naval vessels are manufactured at this building. A Dock must be built on the shoreline of a body of water."
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@ -5,7 +5,7 @@
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<Id
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generic="Special Building"
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icon_cell="63"
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icon_cell="62"
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rollover="This is a special building unique to a particular civilisation."
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@ -5,7 +5,7 @@
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<Id
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generic="Corral"
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icon_cell="52"
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icon_cell="51"
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rollover="Herd domestic animals into a Corral, and they will provide Food for your civilisation."
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@ -5,7 +5,7 @@
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<Id
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generic="Field"
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icon_cell="51"
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icon_cell="50"
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rollover="Assign an economic unit to a Field to harvest grain and generate Food."
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@ -5,7 +5,7 @@
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<Id
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generic="Cavalry Spearman"
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icon_cell="16"
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icon_cell="15"
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type.unit.mounted.spear="true"
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type.unit.weapon.spear="true"
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@ -5,7 +5,7 @@
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<Id
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generic="Cavalry Swordsman"
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icon_cell="19"
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icon_cell="18"
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type.unit.mounted.sword="true"
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type.unit.weapon.sword="true"
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@ -5,7 +5,7 @@
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<Id
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generic="Cavalry Archer"
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icon_cell="25"
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icon_cell="24"
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type.unit.mounted.bow="true"
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type.unit.weapon.bow="true"
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@ -5,7 +5,7 @@
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<Id
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generic="Cavalry Javelinist"
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icon_cell="22"
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icon_cell="21"
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type.unit.mounted.javelin="true"
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type.unit.weapon.javelin="true"
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@ -5,7 +5,7 @@
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<Id
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generic="Infantry Spearman"
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icon_cell="4"
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icon_cell="3"
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type.unit.foot.spear="true"
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type.unit.weapon.spear="true"
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<Id
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generic="Infantry Swordsman"
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icon_cell="1"
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icon_cell="0"
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type.unit.foot.sword="true"
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type.unit.weapon.sword="true"
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@ -5,7 +5,7 @@
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<Id
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generic="Infantry Archer"
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icon_cell="10"
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icon_cell="9"
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type.unit.foot.bow="true"
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type.unit.weapon.bow="true"
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<Id
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generic="Infantry Javelinist"
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icon_cell="7"
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icon_cell="6"
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type.unit.foot.javelin="true"
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type.unit.weapon.javelin="true"
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<Id
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generic="Infantry Slinger"
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icon_cell="13"
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icon_cell="12"
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type.unit.foot.sling="true"
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type.unit.weapon.sling="true"
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<Id
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generic="Bireme"
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icon_cell="40"
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icon_cell="39"
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type.unit.group.warship="true"
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/>
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@ -5,7 +5,7 @@
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<Id
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generic="Merchant Ship"
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icon_cell="39"
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icon_cell="38"
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type.unit.group.military="false"
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type.unit.group.trade="true"
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@ -5,7 +5,7 @@
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<Id
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generic="Quinquereme"
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icon_cell="42"
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icon_cell="41"
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type.unit.group.warship="true"
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/>
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@ -5,7 +5,7 @@
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<Id
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generic="Trireme"
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icon_cell="41"
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icon_cell="40"
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type.unit.group.warship="true"
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/>
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@ -5,7 +5,7 @@
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<Id
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generic="Ballista"
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icon_cell="38"
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icon_cell="37"
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type.unit.attack.ranged="true"
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/>
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@ -5,7 +5,7 @@
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<Id
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generic="Onager"
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icon_cell="36"
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icon_cell="35"
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type.unit.attack.ranged="true"
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/>
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@ -5,7 +5,7 @@
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<Id
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generic="Ram"
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icon_cell="37"
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icon_cell="36"
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type.unit.attack.melee="true"
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/>
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@ -5,7 +5,7 @@
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<Id
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generic="Super Cavalry Unit"
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icon_cell="44"
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icon_cell="43"
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class3="Super Cavalry Unit"
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<Id
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generic="Super Infantry Unit"
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icon_cell="43"
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icon_cell="42"
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class3="Super Infantry Unit"
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@ -5,7 +5,7 @@
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<Id
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generic="Super Siege Unit"
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icon_cell="44"
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icon_cell="43"
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class3="Super Siege Unit"
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@ -5,7 +5,7 @@
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<Id
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generic="Female Citizen"
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icon_cell="33"
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icon_cell="32"
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/>
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</Traits>
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<Actions>
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<Id
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generic="Healer"
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icon_cell="34"
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icon_cell="33"
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/>
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</Traits>
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</Entity>
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<Id
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generic="Trader"
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icon_cell="35"
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icon_cell="34"
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type.unit.group.trade="true"
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/>
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@ -12,7 +12,7 @@ function manualDisplay()
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if (selection[0].traits.id.icon)
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{
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if (selection[0].traits.id.icon_cell && selection[0].traits.id.icon_cell != "")
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setPortrait("manual_portrait", selection[0].traits.id.icon + "_" + selection[0].traits.id.icon_cell);
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setPortrait("manual_portrait", selection[0].traits.id.icon, selection[0].traits.id.icon_cell);
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else
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setPortrait("manual_portrait", selection[0].traits.id.icon);
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}
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@ -46,7 +46,7 @@ function loadSession()
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// ====================================================================
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function setPortrait(objectName, portraitString)
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function setPortrait(objectName, portraitString, portraitCell)
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{
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// Use this function as a shortcut to change a portrait object to a different portrait image.
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@ -64,6 +64,10 @@ function setPortrait(objectName, portraitString)
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// Note we need to use a special syntax here (object["param"] instead of object.param because dashes aren't actually in JS's variable-naming conventions.
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GUIObject["sprite-over"] = GUIObject.sprite + "-lit";
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GUIObject["sprite-disabled"] = GUIObject.sprite + "-grey";
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// If the source texture is a multi-frame image (icon sheet), specify correct cell.
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if (portraitCell)
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GUIObject["icon-id"] = portraitCell;
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}
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// ====================================================================
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@ -187,11 +187,11 @@ function UpdateGroupPane()
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groupPanePortrait.hidden = false;
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groupPaneBar.hidden = false;
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// Set progress bar for hitpoints.
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if (selection[groupPaneLoop-1].traits.health.curr && selection[groupPaneLoop-1].traits.health.hitpoints)
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groupPaneBar.caption = ((Math.round(selection[groupPaneLoop-1].traits.health.curr) * 100 ) / Math.round(selection[groupPaneLoop-1].traits.health.hitpoints));
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if (selection[groupPaneLoop-1].traits.health.curr && selection[groupPaneLoop-1].traits.health.max)
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groupPaneBar.caption = ((Math.round(selection[groupPaneLoop-1].traits.health.curr) * 100 ) / Math.round(selection[groupPaneLoop-1].traits.health.max));
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// Set portrait.
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if (selection[groupPaneLoop-1].traits.id.icon_cell && selection[groupPaneLoop-1].traits.id.icon_cell != "")
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setPortrait("session_group_pane_portrait_" + groupPaneLoop, selection[groupPaneLoop-1].traits.id.icon + "_" + selection[groupPaneLoop-1].traits.id.icon_cell);
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setPortrait("session_group_pane_portrait_" + groupPaneLoop, selection[groupPaneLoop-1].traits.id.icon, selection[groupPaneLoop-1].traits.id.icon_cell);
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else
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setPortrait("session_group_pane_portrait_" + groupPaneLoop, selection[groupPaneLoop-1].traits.id.icon);
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}
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@ -619,7 +619,7 @@ function UpdateList(listIcon, listCol)
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if (createLoop < listArray.length+1)
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{
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if (getEntityTemplate(listArray[createLoop-1]).traits.id.icon_cell && getEntityTemplate(listArray[createLoop-1]).traits.id.icon_cell != "")
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setPortrait("session_panel_status_command_pri_" + listCol + "_" + createLoop, getEntityTemplate(listArray[createLoop-1]).traits.id.icon + "_" + getEntityTemplate(listArray[createLoop-1]).traits.id.icon_cell);
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setPortrait("session_panel_status_command_pri_" + listCol + "_" + createLoop, getEntityTemplate(listArray[createLoop-1]).traits.id.icon, getEntityTemplate(listArray[createLoop-1]).traits.id.icon_cell);
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else
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setPortrait("session_panel_status_command_pri_" + listCol + "_" + createLoop, getEntityTemplate(listArray[createLoop-1]).traits.id.icon);
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GUIObjectUnhide("session_panel_status_command_pri_" + listCol + "_" + createLoop);
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@ -734,7 +734,7 @@ function UpdateStatusOrb()
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if (selection[0].traits.id.icon)
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{
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if (selection[0].traits.id.icon_cell && selection[0].traits.id.icon_cell != "")
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setPortrait("session_panel_status_portrait", selection[0].traits.id.icon + "_" + selection[0].traits.id.icon_cell);
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setPortrait("session_panel_status_portrait", selection[0].traits.id.icon, selection[0].traits.id.icon_cell);
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else
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setPortrait("session_panel_status_portrait", selection[0].traits.id.icon);
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}
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