MAIN
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ARITCLES
basic scenario creation
uniform modding overview
the order of things
variables reference
commands reference
map layout
INI FILES
cwbr.ini
level.ini
MAP CSV LAYOUT
map_name.csv
SCENARIO CSV LAYOUT
units.csv
events.csv
objectives.csv
MAIN CSV LAYOUT
artyammo.csv
effects.csv
formation.csv
gamescreens.csv
gamesounds.csv
levels.csv
mainscreens.csv
mainsounds.csv
names.csv
openobjs.csv
openplay.csv
sprites.csv
tables.csv
toolbar.csv
tooltext.csv
unitcommon.csv
units.csv
unitsprite.csv
weapons.csv
tooltext.csv

The tooltext.csv file defines all of the text that is written on the toolbars. Note: Rather than writing exactly the same definitions for multiple toolbars, this file and the toolbar.csv file support inheritance. In addition to specifying specific information for a toolbar, you can say that a toolbar inherits from another, meaning that it will get all of the same information than another toolbar has.

Column Explanation
A: Toolbar This is the name of the toolbar that this text is displayed on. The toolbar name is used in toolbar.csv and unitcommon.csv. These names much match exactly to get the toolbars correctly displayed. If the name all is here, the text will be applied to all toolbars.
B: Font There are 2 different things that can be in this column. If this line is to describe an inheritance, put the word INHERIT in this column. If this line is to describe text, then put the font name here. The font names are from the graphics/fonts folder. These files are created by engine specific tools, so fonts cannot be created by modders.
C: Place(C/L/R) This describes the placement of the text. C means that the text will be centered on the coordinates. L means that the text will be written to the left of the coordinates, and R means that that text will be written to the right of the coordinates. If this is an inheritance line, then the name of the toolbar from which you want to inherit should be placed here.
D: Scale This value determines how to scale the font. Since fonts can be very ugly when scaled, we don't recommend changing this value from 1.
E: Color R The color of the font is describes in RGB format. This is the R or red value of the color.
F: Color G The color of the font is describes in RGB format. This is the G or green value of the color.
G: Color B The color of the font is describes in RGB format. This is the B or blue value of the color.
H: X Coord This is the X coordinate is which to draw the text based on the placement value. These values are based on our default resolution of 800x600. These are only 2D values.
I: Y Coord This is the Y coordinate is which to draw the text based on the placement value. These values are based on our default resolution of 800x600. These are only 2D values.
J: Variable Names This is the text that will be written in this position. You can put a game variable here or just write text. All variables are preceded by a $ (for string) or # (for number). If neither of these symbols is found, the game will assume that it's just straight text and print the exact text at the coordinates. You can find a list of all variable in the variables reference section. Note that even though the variable may be displaying a number, use the $ symbol because to display something it must be a string. The # symbol is only used in calculations and would not make sense in this file.