Eduardo Bart 239f58296e restore inventory and healthbar
* make inventory/healthbar work again allowing reload
* changes in top menu toggle buttons
* all modules are now reloadable by default
* fix warning when using fade in
* remove some unused files
2012-03-23 10:48:05 -03:00

138 lines
3.8 KiB
Lua

Skills = {}
-- private variables
local skillsWindow
local skillsButton
-- private functions
local function getNumberString(number)
local out = ''
number = tostring(number):reverse()
for i=1,#number do
out = out .. number:sub(i, i)
if i % 3 == 0 and i ~= #number then
out = out .. ','
end
end
out = out:reverse()
return out
end
local function setSkillValue(id, value)
local skill = skillsWindow:recursiveGetChildById(id)
if skill then
local widget = skill:getChildById('value')
widget:setText(value)
end
end
local function setSkillPercent(id, percent, tooltip)
local skill = skillsWindow:recursiveGetChildById(id)
if skill then
local widget = skill:getChildById('percent')
widget:setPercent(percent)
if tooltip then
widget:setTooltip(tooltip)
end
end
end
-- public functions
function Skills.init()
skillsWindow = displayUI('skills.otui', GameInterface.getRightPanel())
skillsWindow:hide()
skillsButton = TopMenu.addGameButton('skillsButton', 'Skills (Ctrl+S)', '/core_styles/icons/skills.png', Skills.toggle)
Keyboard.bindKeyDown('Ctrl+S', Skills.toggle)
end
function Skills.terminate()
Keyboard.unbindKeyDown('Ctrl+S')
skillsButton:destroy()
skillsButton = nil
skillsWindow:destroy()
skillsWindow = nil
end
function Skills.toggle()
local visible = not skillsWindow:isExplicitlyVisible()
skillsWindow:setVisible(visible)
skillsButton:setOn(visible)
end
function Skills.onSkillButtonClick(button)
local percentBar = button:getChildById('percent')
if percentBar then
percentBar:setVisible(not percentBar:isVisible())
if percentBar:isVisible() then
button:setHeight(21)
else
button:setHeight(21 - 6)
end
end
end
-- hooked events
function Skills.onExperienceChange(localPlayer, value)
setSkillValue('experience', getNumberString(value))
end
function Skills.onLevelChange(localPlayer, value, percent)
setSkillValue('level', getNumberString(value))
setSkillPercent('level', percent, 'You have ' .. (100 - percent) .. ' percent to go')
end
function Skills.onHealthChange(localPlayer, health, maxHealth)
setSkillValue('health', getNumberString(health))
end
function Skills.onManaChange(localPlayer, mana, maxMana)
setSkillValue('mana', getNumberString(mana))
end
function Skills.onSoulChange(localPlayer, soul)
setSkillValue('soul', soul)
end
function Skills.onFreeCapacityChange(localPlayer, freeCapacity)
setSkillValue('capacity', freeCapacity)
end
function Skills.onStaminaChange(localPlayer, stamina)
local hours = math.floor(stamina / 60)
local minutes = stamina % 60
if minutes < 10 then
minutes = '0' .. minutes
end
local percent = 100 * stamina / (42 * 60) -- max is 42 hours
setSkillValue('stamina', hours .. ":" .. minutes)
setSkillPercent('stamina', percent, 'You have ' .. percent .. ' percent')
end
function Skills.onMagicLevelChange(localPlayer, value, percent)
setSkillValue('magiclevel', value)
setSkillPercent('magiclevel', percent, 'You have ' .. (100 - percent) .. ' percent to go')
end
function Skills.onSkillChange(localPlayer, id, level, percent)
setSkillValue('skillId' .. id, level)
setSkillPercent('skillId' .. id, percent, 'You have ' .. (100 - percent) .. ' percent to go')
end
connect(g_game, { onGameStart = Skills.create,
onGameEnd = Skills.destroy })
connect(LocalPlayer, {
onExperienceChange = Skills.onExperienceChange,
onLevelChange = Skills.onLevelChange,
onHealthChange = Skills.onHealthChange,
onManaChange = Skills.onManaChange,
onSoulChange = Skills.onSoulChange,
onFreeCapacityChange = Skills.onFreeCapacityChange,
onStaminaChange = Skills.onStaminaChange,
onMagicLevelChange = Skills.onMagicLevelChange,
onSkillChange = Skills.onSkillChange })