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Updated Top Menu, Health Info, Combat Controls, Console (Channels), Game Toggle Buttons, Minimap Layout, Game Interface Prompts, and Creature Draw Info.
* Added new left and right game button panels. * Relocated main game toggle buttons to the right side of the screen to make it easier to toggle miniwindows. * Added table.empty(t) function to table lib. * Renamed module game_healthbar to game_healthinfo. * Combat controls now save per character (e.g. Fight mode, chase mode, safe fight mode) * Last channels open now save per character. * Fixed typo in containers.lua. * Added logout prompting window message when you logout via the logout button. * Added exit promting window message when you attempt to exit the client. * Repositioned some minimap buttons. * Fixed so when creatures health percent is < 1 it will not draw the creature information. Known Issues: * If you move a container widget into the map rect if you move an item onto itself it will allow this to execute still dropping the item on the ground. * The server is calling to open channels after onGameStart is executed causing it to focus the last tab opened. Fix: Don't save channels to the settings that are opened by the server.
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@@ -35,8 +35,8 @@ function UIGameMap:onDrop(widget, mousePos)
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local thing = widget.currentDragThing
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local toPos = tile:getPosition()
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local itemPos = thing:getPosition()
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if itemPos.x == toPos.x and itemPos.y == toPos.y and itemPos.z == toPos.z then return false end
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local thingPos = thing:getPosition()
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if thingPos.x == toPos.x and thingPos.y == toPos.y and thingPos.z == toPos.z then return false end
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if thing:asItem() and thing:getCount() > 1 then
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GameInterface.moveStackableItem(thing, toPos)
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@@ -23,16 +23,16 @@ function UIItem:onDrop(widget, mousePos)
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if not widget or not widget.currentDragThing then return false end
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local item = widget.currentDragThing
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local thing = widget.currentDragThing
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local toPos = self.position
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local itemPos = item:getPosition()
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if itemPos.x == self.position.x and itemPos.y == self.position.y and itemPos.z == self.position.z then return false end
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local thingPos = thing:getPosition()
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if thingPos.x == toPos.x and thingPos.y == toPos.y and thingPos.z == toPos.z then return false end
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if item:getCount() > 1 then
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GameInterface.moveStackableItem(item, toPos)
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if thing:getCount() > 1 then
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GameInterface.moveStackableItem(thing, toPos)
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else
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g_game.move(item, toPos, 1)
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g_game.move(thing, toPos, 1)
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end
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self:setBorderWidth(0)
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