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.
This commit is contained in:
BeniS
2012-07-13 04:45:22 +12:00
parent 9523b5cde5
commit 8850528091
54 changed files with 500 additions and 293 deletions

View File

@@ -35,8 +35,8 @@ function UIGameMap:onDrop(widget, mousePos)
local thing = widget.currentDragThing
local toPos = tile:getPosition()
local itemPos = thing:getPosition()
if itemPos.x == toPos.x and itemPos.y == toPos.y and itemPos.z == toPos.z then return false end
local thingPos = thing:getPosition()
if thingPos.x == toPos.x and thingPos.y == toPos.y and thingPos.z == toPos.z then return false end
if thing:asItem() and thing:getCount() > 1 then
GameInterface.moveStackableItem(thing, toPos)

View File

@@ -23,16 +23,16 @@ function UIItem:onDrop(widget, mousePos)
if not widget or not widget.currentDragThing then return false end
local item = widget.currentDragThing
local thing = widget.currentDragThing
local toPos = self.position
local itemPos = item:getPosition()
if itemPos.x == self.position.x and itemPos.y == self.position.y and itemPos.z == self.position.z then return false end
local thingPos = thing:getPosition()
if thingPos.x == toPos.x and thingPos.y == toPos.y and thingPos.z == toPos.z then return false end
if item:getCount() > 1 then
GameInterface.moveStackableItem(item, toPos)
if thing:getCount() > 1 then
GameInterface.moveStackableItem(thing, toPos)
else
g_game.move(item, toPos, 1)
g_game.move(thing, toPos, 1)
end
self:setBorderWidth(0)