root { componenttype=panel state = visible block = 48 spacing = 5 frame_powerbar_content { componenttype = panel picpos =0,0,0,0 y = root.y x = root.x height = root.height width = root.width barwidth = 220 barspacing = root.block - 5 pnl_bar { componenttype = panel x = root.x + root.block*2 y = root.y + 40 width = root.block*8 height = 48 pnl_stat_left { percent = 1.0 render = 2 componenttype = panel x = pnl_bar.x y = pnl_bar.y height = 42 width = this.barwidth*this.percent //so the player and ai damage forces match (+12) picpos = 16,18,this.width,this.height picfile = Data\GUI\tactical_gui_2_48px.dds tiledpic = true //state = hidden } pnl_stat_left_bg { percent = 1.0 componenttype = panel render = 1 x = pnl_bar.x y = pnl_bar.y height = 42 width = this.barwidth //*this.percent picpos = 16,17,this.width,this.height picfile = Data\GUI\tactical_gui_2_48px.dds tooltip = str_FLEET_POWERBALANCE_TOOLTIP tooltipper = true //tiledpic = true // tiledpic = false //state = hidden } pnl_stat_middle { componenttype = panel x = pnl_stat_left.x + this.barwidth - 4 y = pnl_stat_left.y picpos = 16,15,this.width,this.height picfile = Data\GUI\tactical_gui_2_48px.dds width = root.block height = root.block render = 3 } pnl_stat_right { percent = 1.0 componenttype = panel render = 222 x = pnl_stat_left.x + this.barwidth + this.barspacing y = pnl_stat_left.y height = 42 width = this.barwidth*this.percent //+ 12 //so the player and ai damage forces match (+12) picpos = 16,19,this.width,this.height picfile = Data\GUI\tactical_gui_2_48px.dds tiledpic = true tooltip = str_FLEET_POWERBALANCE_TOOLTIP tooltipper = true } pnl_stat_right_bg { percent = 1.0 componenttype = panel x = pnl_stat_left.x + this.barwidth + this.barspacing y = pnl_stat_left.y height = 42 width = this.barwidth*this.percent //+ 12 //so the player and ai damage forces match (+12) picpos = 16,20,this.width,this.height picfile = Data\GUI\tactical_gui_2_48px.dds tiledpic = true } } } }
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