Code:
;;;;;;;;;;;;;;;;;;;;; BATTLE COMPONENTS;
;;;;;;;;;;;;;;;;;;;;
marker_formed 255, 255, 255, 255
marker_proxy_summer 255, 255, 255, 0
marker_proxy_summer_selected 255, 236, 216, 0
marker_proxy_winter 255, 255, 0, 255
marker_proxy_winter_selected 255, 0, 0, 255
marker_select 255, 236, 216, 0
support_army_marker_select 255, 0, 0, 255
marker_prim_us 255, 236, 216, 0
marker_scnd_us 255, 236, 216, 0
marker_prim_allied 255, 0, 0, 64
marker_scnd_allied 255, 0, 0, 255
marker_prim_enemy 255, 64, 0, 0
marker_scnd_enemy 255, 255, 0, 0
marker_prim_non_combatant 255, 64, 64, 64
marker_scnd_non_combatant 255, 255, 255, 255
own_marker_flash 255, 236, 216, 0
ally_marker_flash 255, 0, 0, 255
enemy_marker_flash 255, 255, 0, 0
; _pos and _size members are interpreted as SCREEN_COORDs in code, use alpha for x, red for y
; _pcnt read int perentages (0-100) from alpha, rgb ignored
aisa_card_sprite_pos 0, 14, 0, 0
aisa_card_men_total_clr 255, 255, 0, 0
aisa_card_men_remaining_clr 255, 0, 255, 0
aisa_card_men_bar_pos 3, 73, 0, 0
aisa_card_men_bar_size 42, 4, 0, 0
aisa_card_missile_pos 1, 3, 0, 0
aisa_card_movement_pos 16, 3, 0, 0
aisa_card_combat_pos 31, 3, 0, 0
aisa_card_routing_pos 3, 56, 0, 0
aisa_card_running_test_pcnt 10, 0, 0, 0
aisa_card_walking_test_pcnt 10, 0, 0, 0
aisa_card_firing_test_pcnt 10, 0, 0, 0 ;pcnt of missile capable units firing
aisa_card_under_fire_test_pcnt 10, 0, 0, 0
aisa_card_melee_test_pcnt 10, 0, 0, 0
aisa_card_routing_test_pcnt 10, 30, 75, 100 ;slow flash, med flash, fast flash, solid