/**************************************************************************

template_actor_command.tgi
Copyright © 2002-2003 TimeGate Studios

DESCRIPTION: Actor commands that the game refers to.

REVISION HISTORY:
pcb021003 - created

USAGE:

	[ActorCommand template=ActorCommand]
	This node goes at the root level to define a command available to 
	actors in the game.

FIELDS:

	icon = Some texture for the UI to represent the command (if NULL, command
			will not be dispalyed as action button)

	tooltip = Text to be displayed to the user when the mouse hovers
		over the command icon/button.

	cursor_ids = any ActorCommand that needs a UI State should define a cursor

	can_hot_command_actor = True if can execute with a right click on an actor

	can_hot_command_location = True if can execute with a right click at a location

**************************************************************************/

[template ActorCommand]
{
	;; general info
	string		IDS
	localized	name
	string		icon	;; if NULL, command will not be displayed as action button
	localized	tooltip
	localized	description_disabled = ""
	string		cursor_ids	

	;; NOTE: invalid cursor only suppored by BOMBARD command
	string		cursor_invalid_ids = null
	
	;; (optional) vfxs used to visualize command in world (command not visualized if NULL)
	string		command_vfx_ids_actor = NULL
	string		command_vfx_ids_location = NULL

	;; should be set for commands that are not to be available for groups
	;; NOTE: will be set automaticall by code for actor data commands (ex: attach/detach,
	;; construct) as well as for packing/unpacking
	bool		non_group_command = false

	;; smm042904 - if not set, when command is issued to a group of actors, an individual actor's
	;; final destination will not be adjusted based on it's relative position inside the group
	bool		apply_group_offset = true
	
	;; Should be set for commands that should play attack VFX instead of the command VFX.
	;; Currently, this is for the bombard and attack commands.
	bool		aggressive_command = false

	;; hot command info
	flag		can_hot_command_actor = false
	flag		can_hot_command_location = false

	;; UI command button placement
	;; kad110603 - there are 12 buttons now (3 rows, 4 columns).  I don't know how this will effect
	;;	the numbering just yet.
		;; the command buttons in the UI will be layed out as follows
		;;       0 | 1 | 2
		;;      ---|---|---
		;;       3 | 4 | 5
		;;      ---|---|---
		;;       6 | 7 | 8

		;; high importance items are placed starting at the lower
		;; right corner, while low importance at the upper left
	flag		high_importance;

		;; preferred position for the action button in the UI (if
		;; cannot be accomodated, next available one will be chosen)
		;; NOTE: an out of bounds preferred position (i.e less than zero or greater than the number
		;; of buttons) will result in the button not being shown at all
	int		preferred_position;
}
