mirror of
https://github.com/OTCv8/otclientv8.git
synced 2025-04-29 18:59:20 +02:00
304 lines
10 KiB
Lua
304 lines
10 KiB
Lua
local imbuingWindow
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local bankGold = 0
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local inventoryGold = 0
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local itemImbuements = {}
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local emptyImbue
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local groupsCombo
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local imbueLevelsCombo
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local protectionBtn
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local clearImbue
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local selectedImbue
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local imbueItems = {}
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local protection = false
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local clearConfirmWindow
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local imbueConfirmWindow
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function init()
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connect(g_game, {
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onGameEnd = hide,
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onResourceBalance = onResourceBalance,
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onImbuementWindow = onImbuementWindow,
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onCloseImbuementWindow = onCloseImbuementWindow
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})
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imbuingWindow = g_ui.displayUI('imbuing')
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emptyImbue = imbuingWindow.emptyImbue
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groupsCombo = emptyImbue.groups
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imbueLevelsCombo = emptyImbue.imbuement
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protectionBtn = emptyImbue.protection
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clearImbue = imbuingWindow.clearImbue
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imbuingWindow:hide()
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groupsCombo.onOptionChange = function(widget)
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imbueLevelsCombo:clear()
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if itemImbuements ~= nil then
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local selectedGroup = widget:getCurrentOption()["text"]
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selectedImbue = itemImbuements[widget.currentIndex]
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for _,imbuement in ipairs(itemImbuements) do
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if imbuement["group"] == selectedGroup then
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emptyImbue.imbuement:addOption(imbuement["name"])
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end
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end
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end
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end
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imbueLevelsCombo.onOptionChange = function(widget)
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setProtection(false)
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for _,imbuement in ipairs(itemImbuements) do
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if imbuement["group"] == selectedImbue["group"] then
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if #imbuement["sources"] == widget.currentIndex then
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selectedImbue = imbuement
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for i,source in ipairs(imbuement["sources"]) do
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for _,item in ipairs(imbueItems) do
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if item:getId() == source["item"]:getId() then
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if item:getCount() >= source["item"]:getCount() then
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emptyImbue.imbue:setImageSource("/images/game/imbuing/imbue_green")
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emptyImbue.imbue:setEnabled(true)
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emptyImbue.requiredItems:getChildByIndex(i).count:setColor("white")
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end
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if item:getCount() < source["item"]:getCount() then
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emptyImbue.imbue:setEnabled(false)
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emptyImbue.imbue:setImageSource("/images/game/imbuing/imbue_empty")
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emptyImbue.requiredItems:getChildByIndex(i).count:setColor("red")
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end
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emptyImbue.requiredItems:getChildByIndex(i).count:setText(item:getCount() .. "/" .. source["item"]:getCount())
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end
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end
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emptyImbue.requiredItems:getChildByIndex(i).item:setItemId(source["item"]:getId())
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emptyImbue.requiredItems:getChildByIndex(i).item:setTooltip("The imbuement requires " .. source["description"] .. ".")
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end
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for i = 3, widget.currentIndex + 1, -1 do
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emptyImbue.requiredItems:getChildByIndex(i).count:setText("")
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emptyImbue.requiredItems:getChildByIndex(i).item:setItemId(0)
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emptyImbue.requiredItems:getChildByIndex(i).item:setTooltip("")
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end
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emptyImbue.protectionCost:setText(imbuement["protectionCost"])
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emptyImbue.cost:setText(imbuement["cost"])
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if not protection and (bankGold + inventoryGold) < imbuement["cost"] then
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emptyImbue.imbue:setEnabled(false)
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emptyImbue.imbue:setImageSource("/images/game/imbuing/imbue_empty")
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emptyImbue.cost:setColor("red")
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end
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if not protection and (bankGold + inventoryGold) >= imbuement["cost"] then
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emptyImbue.cost:setColor("white")
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end
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if protection and (bankGold + inventoryGold) < (imbuement["cost"] + imbuement["protectionCost"]) then
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emptyImbue.imbue:setEnabled(false)
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emptyImbue.imbue:setImageSource("/images/game/imbuing/imbue_empty")
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emptyImbue.cost:setColor("red")
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end
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if protection and (bankGold + inventoryGold) >= (imbuement["cost"] + imbuement["protectionCost"]) then
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emptyImbue.cost:setColor("white")
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end
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emptyImbue.successRate:setText(imbuement["successRate"] .. "%")
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if selectedImbue["successRate"] > 50 then
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emptyImbue.successRate:setColor("white")
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else
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emptyImbue.successRate:setColor("red")
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end
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emptyImbue.description:setText(imbuement["description"])
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end
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end
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end
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end
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protectionBtn.onClick = function()
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setProtection(not protection)
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end
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end
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function setProtection(value)
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protection = value
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if protection then
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emptyImbue.successRate:setText("100%")
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emptyImbue.successRate:setColor("green")
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protectionBtn:setImageClip(torect("66 0 66 66"))
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else
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if selectedImbue then
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emptyImbue.successRate:setText(selectedImbue["successRate"] .. "%")
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if selectedImbue["successRate"] > 50 then
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emptyImbue.successRate:setColor("white")
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else
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emptyImbue.successRate:setColor("red")
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end
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end
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protectionBtn:setImageClip(torect("0 0 66 66"))
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end
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end
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function terminate()
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disconnect(g_game, {
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onGameEnd = hide,
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onResourceBalance = onResourceBalance,
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onImbuementWindow = onImbuementWindow,
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onCloseImbuementWindow = onCloseImbuementWindow
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})
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imbuingWindow:destroy()
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end
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function resetSlots()
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emptyImbue:setVisible(false)
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clearImbue:setVisible(false)
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for i=1,3 do
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imbuingWindow.itemInfo.slots:getChildByIndex(i):setText("Slot " .. i)
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imbuingWindow.itemInfo.slots:getChildByIndex(i):setEnabled(false)
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imbuingWindow.itemInfo.slots:getChildByIndex(i):setTooltip("Items can have up to three imbuements slots. This slot is not available for this item.")
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imbuingWindow.itemInfo.slots:getChildByIndex(i).onClick = nil
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end
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end
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function selectSlot(widget, slotId, activeSlot)
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if activeSlot then
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emptyImbue:setVisible(false)
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widget:setText(activeSlot[1]["name"])
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clearImbue.title:setText('Clear Imbuement "' .. activeSlot[1]["name"] .. '"')
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clearImbue.groups:clear()
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clearImbue.groups:addOption(activeSlot[1]["group"])
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clearImbue.imbuement:clear()
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clearImbue.imbuement:addOption(activeSlot[1]["name"])
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clearImbue.description:setText(activeSlot[1]["description"])
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hours = string.format("%02.f", math.floor(activeSlot[2]/3600))
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mins = string.format("%02.f", math.floor(activeSlot[2]/60 - (hours*60)))
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clearImbue.time.timeRemaining:setText(hours..":"..mins.."h")
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clearImbue.cost:setText(activeSlot[3])
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if (bankGold + inventoryGold) < activeSlot[3] then
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emptyImbue.clear:setEnabled(false)
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emptyImbue.clear:setImageSource("/images/game/imbuing/imbue_empty")
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emptyImbue.cost:setColor("red")
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end
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local yesCallback = function()
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g_game.clearImbuement(slotId)
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widget:setText("Slot " .. (slotId + 1))
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if clearConfirmWindow then
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clearConfirmWindow:destroy()
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clearConfirmWindow=nil
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end
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end
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local noCallback = function()
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imbuingWindow:show()
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if clearConfirmWindow then
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clearConfirmWindow:destroy()
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clearConfirmWindow=nil
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end
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end
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clearImbue.clear.onClick = function()
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imbuingWindow:hide()
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clearConfirmWindow = displayGeneralBox(tr('Confirm Clearing'), tr('Do you wish to spend ' .. activeSlot[3] .. ' gold coins to clear the imbuement "' .. activeSlot[1]["name"] .. '" from your item?'), {
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{ text=tr('Yes'), callback=yesCallback },
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{ text=tr('No'), callback=noCallback },
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anchor=AnchorHorizontalCenter}, yesCallback, noCallback)
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end
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clearImbue:setVisible(true)
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else
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emptyImbue:setVisible(true)
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clearImbue:setVisible(false)
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local yesCallback = function()
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g_game.applyImbuement(slotId, selectedImbue["id"], protection)
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if clearConfirmWindow then
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clearConfirmWindow:destroy()
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clearConfirmWindow=nil
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end
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widget:setText(selectedImbue["name"])
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imbuingWindow:show()
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end
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local noCallback = function()
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imbuingWindow:show()
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if clearConfirmWindow then
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clearConfirmWindow:destroy()
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clearConfirmWindow=nil
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end
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end
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emptyImbue.imbue.onClick = function()
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imbuingWindow:hide()
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clearConfirmWindow = displayGeneralBox(tr('Confirm Imbuing Attempt'), tr('You are about to imbue your item with "' .. selectedImbue["name"] .. '".\nYour chance to succeed is ' .. selectedImbue["successRate"] .. '. It will consume the required astral sources and '.. selectedImbue["cost"]..' gold coins.\nDo you wish to proceed?'), {
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{ text=tr('Yes'), callback=yesCallback },
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{ text=tr('No'), callback=noCallback },
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anchor=AnchorHorizontalCenter}, yesCallback, noCallback)
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end
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end
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end
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function onImbuementWindow(itemId, slots, activeSlots, imbuements, needItems)
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if not itemId then
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return
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end
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resetSlots()
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imbueItems = table.copy(needItems)
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imbuingWindow.itemInfo.item:setItemId(itemId)
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for i=1, slots do
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local slot = imbuingWindow.itemInfo.slots:getChildByIndex(i)
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slot.onClick = function(widget)
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selectSlot(widget, i - 1)
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end
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slot:setTooltip("Use this slot to imbue your item. Depending on the item you can have up to three different imbuements.")
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slot:setEnabled(true)
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if slot:getId() == "slot0" then
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selectSlot(slot, i - 1)
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end
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end
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for i, slot in pairs(activeSlots) do
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local activeSlotBtn = imbuingWindow.itemInfo.slots:getChildById("slot" .. i)
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activeSlotBtn.onClick = function(widget)
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selectSlot(widget, i, slot)
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end
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if activeSlotBtn:getId() == "slot0" then
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selectSlot(activeSlotBtn, i, slot)
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end
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end
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if imbuements ~= nil then
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groupsCombo:clear()
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imbueLevelsCombo:clear()
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itemImbuements = table.copy(imbuements)
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for _,imbuement in ipairs(itemImbuements) do
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if not groupsCombo:isOption(imbuement["group"]) then
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groupsCombo:addOption(imbuement["group"])
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end
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end
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end
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show()
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end
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function onResourceBalance(type, balance)
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if type == 0 then
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bankGold = balance
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elseif type == 1 then
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inventoryGold = balance
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end
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if type == 0 or type == 1 then
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imbuingWindow.balance:setText(tr("Balance") .. ":\n" .. (bankGold + inventoryGold))
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end
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end
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function onCloseImbuementWindow()
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resetSlots()
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end
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function hide()
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g_game.closeImbuingWindow()
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imbuingWindow:hide()
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end
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function show()
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imbuingWindow:show()
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imbuingWindow:raise()
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imbuingWindow:focus()
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end
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function toggle()
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if imbuingWindow:isVisible() then
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return hide()
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end
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show()
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end |