BeniS 8850528091 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.
2012-07-13 04:45:22 +12:00

96 lines
2.6 KiB
Lua

Inventory = {}
-- public variables
InventorySlotStyles = {
[InventorySlotHead] = "HeadSlot",
[InventorySlotNeck] = "NeckSlot",
[InventorySlotBack] = "BackSlot",
[InventorySlotBody] = "BodySlot",
[InventorySlotRight] = "RightSlot",
[InventorySlotLeft] = "LeftSlot",
[InventorySlotLeg] = "LegSlot",
[InventorySlotFeet] = "FeetSlot",
[InventorySlotFinger] = "FingerSlot",
[InventorySlotAmmo] = "AmmoSlot"
}
-- private variables
local inventoryWindow
local inventoryPanel
local inventoryButton
-- public functions
function Inventory.init()
connect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange,
onFreeCapacityChange = Inventory.onFreeCapacityChange })
connect(g_game, { onGameStart = Inventory.refresh })
g_keyboard.bindKeyDown('Ctrl+I', Inventory.toggle)
inventoryWindow = g_ui.loadUI('inventory.otui', GameInterface.getRightPanel())
inventoryPanel = inventoryWindow:getChildById('contentsPanel')
inventoryButton = TopMenu.addRightGameToggleButton('inventoryButton', tr('Inventory') .. ' (Ctrl+I)', 'inventory.png', Inventory.toggle)
inventoryButton:setOn(true)
Inventory.refresh()
end
function Inventory.terminate()
disconnect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange,
onFreeCapacityChange = Inventory.onFreeCapacityChange })
disconnect(g_game, { onGameStart = Inventory.refresh })
g_keyboard.unbindKeyDown('Ctrl+I')
inventoryWindow:destroy()
inventoryButton:destroy()
inventoryWindow = nil
inventoryButton = nil
inventoryPanel = nil
Inventory = nil
end
function Inventory.refresh()
local player = g_game.getLocalPlayer()
for i=InventorySlotFirst,InventorySlotLast do
if player then
Inventory.onInventoryChange(player, i, player:getInventoryItem(i))
else
Inventory.onInventoryChange(player, i, nil)
end
end
end
function Inventory.toggle()
if inventoryButton:isOn() then
inventoryWindow:close()
inventoryButton:setOn(false)
else
inventoryWindow:open()
inventoryButton:setOn(true)
end
end
function Inventory.onMiniWindowClose()
inventoryButton:setOn(false)
end
-- hooked events
function Inventory.onInventoryChange(player, slot, item, oldItem)
local itemWidget = inventoryPanel:getChildById('slot' .. slot)
if(item) then
itemWidget:setStyle('Item')
itemWidget:setItem(item)
else
itemWidget:setStyle(InventorySlotStyles[slot])
itemWidget:setItem(nil)
end
end
function Inventory.onFreeCapacityChange(player, freeCapacity)
local widget = inventoryPanel:getChildById('capacity')
widget:setText("Cap:\n" .. freeCapacity)
end