EICLocalized
{	
	fonts
	{
		// quality arvoksi voi laittaa jonkin seuraavista
		// <http://msdn.microsoft.com/en-us/library/cc215234.aspx>
		//	DEFAULT_QUALITY
		//	DRAFT_QUALITY
		//	PROOF_QUALITY
		//	NONANTIALIASED_QUALITY
		//	ANTIALIASED_QUALITY
		//	CLEARTYPE_QUALITY
		
		fnt_infotext
		{
			name = Gypsy Curse
			filename = Data\Fonts\JUNGJ___.ttf
			size = 60
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,250,198,41
		}
		fnt_infotext_shadow
		{
			name = Gypsy Curse
			filename = Data\Fonts\JUNGJ___.ttf
			size = 60
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0
		}
		
		fnt_next_wave
		{
			name = Gypsy Curse
			filename = Data\Fonts\JUNGJ___.ttf
			size = 30
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,250,198,41
		}
		fnt_next_wave_shadow
		{
			name = Gypsy Curse
			filename = Data\Fonts\JUNGJ___.ttf
			size = 30
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0
		}
		
		fnt_score
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 24
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,255,255,255	
		}		
		fnt_score_shadow
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 24
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0
		}
		
		fnt_checkbox
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 16
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,2,222,255	
		}	
		fnt_checkbox_shadow
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 16
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0
		}
		
		fnt_credits_title
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 13
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,250,198,41
		}
		fnt_credits_title_shadow
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 13
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0
		}
		
		fnt_score_multiplier
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 15
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,250,198,41
		}
		fnt_score_multiplier_shadow
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 15
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0
		}
		fnt_highscore_name
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 15
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,255,255,255	
		}
		fnt_highscore_name_shadow
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 15
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0	
		}
		fnt_highscore_name_you
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 15
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,2,222,255	
		}	
				
		fnt_controls
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 20
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,255,255,255	
		}
		fnt_controls_shadow
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 20
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0	
		}
		
		
		fnt_powerup
		{
			name = Jungle Juice
			filename = Data\Fonts\JUNGJ___.ttf
			size = 15
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,255,255,255	
		}
		fnt_enemy_desc
		{
			name = OldTypefaces
			filename = Data\Fonts\OldTypefaces.ttf
			size = 16
			style = 
			quality = CLEARTYPE_QUALITY
			color = 255,255,255,255
		}
		fnt_copyright_light
		{
			name = Arial
			size = 14
			style = bold
			quality = CLEARTYPE_QUALITY
			color = 255,200,200,200
		}
		
		fnt_copyright_dark
		{
			name = Arial
			size = 14
			style = bold
			quality = CLEARTYPE_QUALITY
			color = 255,0,0,0
		}
	}
	
	settings
	{	
		// Localizable strings file
		stringfile              	= Data\Locales\en\_strings.txt	
		
		frame_tactical_hws = Data\Locales\en\tactical_HWS.txt
		frame_halloween_menu = Data\Locales\en\FrameHalloweenMenu.txt
		frame_halloween_ingame = Data\Locales\en\FrameHalloweenInGameMenu.txt
		frame_halloween_loadingscreen = Data\Locales\en\FrameLoadingScreen.txt
	}
	music
	{
		zombie_battle_theme = Data\Music\ingame.ogg

		zombie_main_theme = Data\Music\menu.ogg
		
		battle_won_theme = Data\Music\menu.ogg
		
		level_won = Data\Music\Won.ogg
		boss_fight = Data\Music\boss_fight.ogg
	}
	
	sounds
	{		
		tactical_DLC3_ambient = Data\Sounds\ambient-01.wav
		
		tactical_sea_calm = Data\Sounds\Ambient\calm_sea_tactical.ogg
		tactical_sea_medium = Data\Sounds\Ambient\medium_sea_tactical.ogg
		tactical_sea_heavy = Data\Sounds\Ambient\heavy_sea_tactical.ogg

		tactical_wind_light = Data\Sounds\Ambient\light_wind_tactical.ogg
		tactical_wind_medium = Data\Sounds\Ambient\medium_wind_tactical.ogg
		tactical_wind_heavy = Data\Sounds\Ambient\heavy_wind_tactical.ogg

		tactical_rain_light = Data\Sounds\Ambient\light_rain.ogg
		tactical_rain_heavy = Data\Sounds\Ambient\heavy_rain.ogg

		tactical_cannon_fire_steel = Data\Sounds\sfx_cannonfiresteel.wav
		tactical_cannon_fire_fire = Data\Sounds\sfx_cannonfirefire.wav 
		tactical_cannon_fire_ice = Data\Sounds\sfx_cannonfireice.wav
		
		tactical_takehit_fire = Data\Sounds\sfx_cannonhitfire.wav
		tactical_takehit_ice = Data\Sounds\sfx_cannonhitice.wav
		tactical_takehit_basic = Data\Sounds\sfx_cannonhitbasic.wav
		tactical_takehit_basic_player = Data\Sounds\sfx_cannonhitbasicplayer.wav

		tactical_cannon_fire_player_1 = Data\Sounds\sfx_playercannon-01.wav 
		tactical_cannon_fire_player_2 = Data\Sounds\sfx_playercannon-02.wav 
		tactical_cannon_fire_player_3 = Data\Sounds\sfx_playercannon-03.wav 
		
		tactical_cannon_fire_enemy_1 = Data\Sounds\sfx_enemycannon-01.wav 
		tactical_cannon_fire_enemy_2 = Data\Sounds\sfx_enemycannon-02.wav 
		tactical_cannon_fire_enemy_3 = Data\Sounds\sfx_enemycannon-03.wav 
		
		tactical_hit_water = Data\Sounds\Event\fx_hit_water.wav
		
		tactical_powerup_gold = Data\Sounds\sfx_boxpickupgold.wav
		tactical_powerup_bad = Data\Sounds\sfx_boxpickupbad.wav
		tactical_powerup_good = Data\Sounds\sfx_boxpickupgood.wav
		
		
		tactical_ghost_die = Data\Sounds\sfx_enemydieghost.wav
		tactical_skeleton_die = Data\Sounds\sfx_enemydieskeleton.wav
		tactical_zombie_die = Data\Sounds\sfx_enemydiezombie.wav		
		tactical_with_gold_die = Data\Sounds\sfx_enemywithgolddies.wav
		
		
		tactical_enemy_get_gold = Data\Sounds\sfx_enemystealsgold.wav
		tactical_enemy_leaves_with_gold = Data\Sounds\sfx_enemygoldgetaway.wav
		
		tactical_level_begin = Data\Sounds\sfx_levelstart.wav
		tactical_level_end = Data\Sounds\sfx_levelend.wav
		
		tactical_gold_low = Data\Sounds\sfx_alarmlowgold.wav
		tactical_game_over = Data\Sounds\sfx_gameover.wav
		
		tactical_new_wave = Data\Sounds\sfx_waveapproaching.wav												     
		tactical_player_respawn = Data\Sounds\sfx_playerdies.wav
		
		tactical_jones_hit =Data\Sounds\sfx_joneshit.wav
		tactical_jones_die = Data\Sounds\sfx_jonesdie.wav
		tactical_jones_blow = Data\Sounds\sfx_jonesblow.wav
		tactical_jones_meteor = Data\Sounds\sfx_jonesmeteor.wav
		tactical_jones_throw = Data\Sounds\sfx_jonesship.wav
	
		
		
		tactical_kraken_die =Data\Sounds\sfx_krakendie.wav
		tactical_kraken_hit = Data\Sounds\sfx_krakenhit.wav
		tactical_kraken_idle = Data\Sounds\sfx_krakenidle.wav
		tactical_kraken_shoot = Data\Sounds\sfx_krakendie.wav
		tactical_kraken_attack = Data\Sounds\sfx_krakenattack.wav
		
		tactical_supawepa_davy = Data\Sounds\sfx_supadavy.wav
		tactical_supawepa_dolphin = Data\Sounds\sfx_supadolphin.wav
		
		tactical_boss_theme1 = Data\Music\monster.ogg
		
		tactical_ship_on_fire = Data\Sounds\sfx_damagefire.wav

		sound_default_button_click = Data\Sounds\GUI\click.wav
		
		speak_game_lost = Data\Sounds\speak_outro_lose.ogg
		speak_game_won = Data\Sounds\speak_outro_win.ogg
		sound_meteors_incoming = Data\Sounds\sfx_incoming.wav
		
		
		//
	}

	voices
	{
		
	}
	pictures
	{
		
	}
	models
	{
		
	}
	movies
	{
		
	}
	oceans
	{
				
	}
}

