; generated script [is_splash_screens] state sInitial { when always { goto splash_clans exitTime 1.0 bind "renderer fade restore 1" bind "ui clear" bind "ui add splash_clans" bind "ui add splash_gameplay" bind "ui add splash_regions" bind "ui add splash_titans" bind "ui add splash_legal" } } state splash_clans { entry { bind "ui ..splash_clans show" } when actionButton { waitTime 0.250 goto splash_gameplay exitTime 0.5 bind "ui ..splash_clans hide" } when always { waitTime 5.000 goto splash_gameplay exitTime 0.5 bind "ui ..splash_clans hide" } } state splash_gameplay { entry { bind "ui ..splash_gameplay show" } when actionButton { waitTime 0.250 goto splash_regions exitTime 0.5 bind "ui ..splash_gameplay hide" } when always { waitTime 5.000 goto splash_regions exitTime 0.5 bind "ui ..splash_gameplay hide" } } state splash_regions { entry { bind "ui ..splash_regions show" } when actionButton { waitTime 0.250 goto splash_titans exitTime 0.5 bind "ui ..splash_regions hide" } when always { waitTime 5.000 goto splash_titans exitTime 0.5 bind "ui ..splash_regions hide" } } state splash_titans { entry { bind "ui ..splash_titans show" } when actionButton { waitTime 0.250 goto splash_legal exitTime 0.5 bind "ui ..splash_titans hide" } when always { waitTime 5.000 goto splash_legal exitTime 0.5 bind "ui ..splash_titans hide" } } state splash_legal { entry { bind "ui ..splash_legal show" } when always { waitTime 5.000 goto exit exitTime 0.5 bind "ui ..splash_legal hide" } } state exit { entry { entryTime 1.000 bind "renderer fade black 1" } when always { goto trap_state bind "ui clear" bind "exit" } } state trap_state { } initialState sInitial ; end of script [is_splash_screens]