-- In this file we define functions that serves for info player windows ------------------------------------------------------------------------------------------------------------ -- create the game namespace without reseting if already created in an other file. if (game==nil) then game= {}; end -- Index of the mission slected during the last session (read from the config file) game.PrevSessionMission = - 1 -- flag set to true when the in game db has been initialized game.InGameDbInitialized = false ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ -- MAGIC DAMAGE PROTECTIONS ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ -- From DB, compute the Total Max Magic Absorption, and store in local DB function game:computeMagicProtectTotalAbsorb() -- *** pre compute the table of DB props (if not done) if (self.JewelDBs == nil) then local defList= { 'headdress', 'earl', 'earr', 'necklace', 'wristl', 'wristr', 'fingerl', 'fingerr', 'anklel', 'ankler', }; self.JewelDBs= {}; for k,v in pairs(defList) do self.JewelDBs[k]= getDefine(v) .. ':INDEX_IN_BAG'; end end -- *** for each jewel, add the magic protection local protectFactor= getDbProp(formatUI('%player_protect_absorbfactor')); local totalProtect= 0; for k,dbJewel in pairs(self.JewelDBs) do -- if the index in bag is not null (ie something present) local indexInBag= getDbProp(dbJewel); if (indexInBag>0) then -- real index in bag is -1 indexInBag= indexInBag-1; -- check the sheetId is correct local dbSheet= formatUI('%bag:#1:SHEET', indexInBag); if (getDbProp(dbSheet)~=0) then local protect= getDbProp(formatUI('%bag:#1:QUALITY', indexInBag)); -- mul by factor, and add to total protection protect= math.floor(protect * protectFactor / 100); totalProtect= totalProtect + protect; end end end -- *** additionaly, must add the max skill of player (mul by factor) local protect= 0; protect= math.max(protect, getBaseSkillValueMaxChildren(getSkillIdFromName('SF')) ); protect= math.max(protect, getBaseSkillValueMaxChildren(getSkillIdFromName('SM')) ); protect= math.max(protect, getBaseSkillValueMaxChildren(getSkillIdFromName('SC')) ); protect= math.max(protect, getBaseSkillValueMaxChildren(getSkillIdFromName('SH')) ); protect= math.floor(protect * protectFactor / 100); totalProtect= totalProtect + protect; -- *** store result setDbProp('UI:VARIABLES:TOTAL_MAGIC_ABSORB', totalProtect); end ------------------------------------------------------------------------------------------------------------ -- From given DBs, compute the 'Magic protection' tooltip to display function game:tooltipMagicProtect(dbVal, ttFormat) local fmt= i18n.get(ttFormat); -- get the current and max value. minimize the value displayed local val= getDbProp(dbVal); local vMax= getDbProp(formatUI('%player_protect_maxratio')); val= math.min(val, vMax); -- replace value fmt= findReplaceAll(fmt, "%v", tostring(val) ); -- replace max text if (val>=vMax) then fmt= findReplaceAll(fmt, "%max", i18n.get('uittProtect_MaxReached') ); else fmt= findReplaceAll(fmt, "%max", "" ); end -- set the tooltip in InterfaceManager setContextHelpText(fmt); end ------------------------------------------------------------------------------------------------------------ function game:displayMagicProtect(dbVal) -- get values. minimize the value displayed local val= getDbProp(dbVal); local vMax= getDbProp(formatUI('%player_protect_maxratio')); val= math.min(val, vMax); -- get the ui text local ui= getUICaller(); local uiText= ui.val; -- set the text (percentage) uiText.uc_hardtext= tostring(val) .. "%"; -- set color and global color according to maximum reached or not if(val >= vMax) then uiText.color= '255 240 130 255'; uiText.global_color= false; else uiText.color= '255 255 255 255'; uiText.global_color= true; end end ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ -- MAGIC RESISTANCES ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ -- Compute the current Base Resist (nb maybe negative) function game:getMagicResistBaseLevel() -- its just the max beetween SF, SM and SH/2 local vSF= getBaseSkillValueMaxChildren(getSkillIdFromName('SF')); local vSM= getBaseSkillValueMaxChildren(getSkillIdFromName('SM')); local vSH= getBaseSkillValueMaxChildren(getSkillIdFromName('SH')); local val= math.max(vSF, vSM); val= math.max(val, math.floor(vSH/2)); -- Yoyo: -25 is an EGS variable. Hardcoded for now val= val-25; return val; end ------------------------------------------------------------------------------------------------------------ -- Compute the current Max Resist function game:getMagicResistMaxLevel() local mlvl= 25 + self:getMagicResistBaseLevel() + getDbProp(formatUI('%player_resist_maxratio')); return math.max(0,mlvl); end ------------------------------------------------------------------------------------------------------------ -- From given DBs, compute the 'Magic Resistance' tooltip to display function game:tooltipMagicResist(dbVal, ttFormat) local fmt= i18n.get(ttFormat); -- get the current and max value. minimize the value displayed local val= getDbProp(dbVal); local vMax= self:getMagicResistMaxLevel(); val= math.min(val, vMax); -- replace value fmt= findReplaceAll(fmt, "%v", tostring(val) ); -- replace max text if (val>=vMax) then fmt= findReplaceAll(fmt, "%max", i18n.get('uittResist_MaxReached') ); else fmt= findReplaceAll(fmt, "%max", "" ); end -- Print Chances to resist agst Elemental spells local casterSpellLvl= self:getMagicResistBaseLevel(); -- choose the skill base level for reference, +25 casterSpellLvl= casterSpellLvl+25; casterSpellLvl= math.max(casterSpellLvl, 0); fmt= findReplaceAll(fmt, "%eml", tostring(casterSpellLvl)); fmt= findReplaceAll(fmt, "%emr", tostring(getMagicResistChance(true, casterSpellLvl, val))); -- Print Chances to resist against Afflliction spells fmt= findReplaceAll(fmt, "%aml", tostring(casterSpellLvl)); fmt= findReplaceAll(fmt, "%amr", tostring(getMagicResistChance(false, casterSpellLvl, val))); -- set the tooltip in InterfaceManager setContextHelpText(fmt); end ------------------------------------------------------------------------------------------------------------ function game:displayMagicResist(dbVal) -- get values. minimize the value displayed local val= getDbProp(dbVal); local vMax= self:getMagicResistMaxLevel(); val= math.min(val, vMax); -- get the ui text local ui= getUICaller(); local uiText= ui.val; -- set the text (final value) uiText.uc_hardtext= tostring(val); -- set color and global color according to maximum reached or not if(val >= vMax) then uiText.color= '255 240 130 255'; uiText.global_color= false; else uiText.color= '255 255 255 255'; uiText.global_color= true; end end ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ -- NPC WEB BROWSER ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ function game:initNpcWebPageData() if(self.NpcWebPage==nil) then self.NpcWebPage= {}; self.NpcWebPage.UrlTextId= 0; self.NpcWebPage.BrowseDone= false; end end -- TMP TMP for test NicoMagicURL = "" --function nicoTest() -- runCommand("db", "LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_URL", 45678) -- end ------------------------------------------------------------------------------------------------------------ function game:onDrawNpcWebPage() self:initNpcWebPageData(); -- if the browse has already been done if(self.NpcWebPage.BrowseDone) then return; end -- browse when the url string id is ready if(self.NpcWebPage.UrlTextId ~=0) then local available if config.Local == 1 then available = (NicoMagicURL ~= "") else available = isDynStringAvailable(self.NpcWebPage.UrlTextId) end if(available) then local ucUrl if config.Local == 1 then ucUrl = ucstring(NicoMagicURL) -- for test in local mode else ucUrl = getDynString(self.NpcWebPage.UrlTextId); end -- browse local uiStr= getUIId(getUICaller()); -- if the url local utf8Url = ucUrl:toUtf8() local isRing = string.find(utf8Url, "ring_access_point=1") ~= nil if isRing then getUI("ui:interface:npc_web_browser").active = false runAH(nil, "context_ring_sessions", "") return else local hideWindow = string.find(utf8Url, "_hideWindow=1") ~= nil if hideWindow then getUI("ui:interface:npc_web_browser").active = false end self.NpcWebPage.BrowseDone= true; browseNpcWebPage(uiStr, utf8Url, true, 10); -- 'true' is for 'add parameters' here. 10 is standard timeout end -- clear undo/redo, to cannot undo to the "please wait" page :) clearHtmlUndoRedo(uiStr); -- if this is a ring window, then only the refresh button to access to filter will be available local isRing = string.find(utf8Url, "ring_access_point=1") ~= nil local browser = getUI("ui:interface:npc_web_browser") browser:find("browse_redo").active = true browser:find("browse_undo").active = true browser:find("browse_refresh").active = true end end end ------------------------------------------------------------------------------------------------------------ function game:initNpcWebPage() local ui= getUICaller(); if(ui~=nil) then setOnDraw(ui, "game:onDrawNpcWebPage()"); end end ------------------------------------------------------------------------------------------------------------ function game:startNpcWebPage() self:initNpcWebPageData(); -- set the new page to explore. -- NB: must backup the Database, because don't want that the page change when clicking an other NPC self.NpcWebPage.UrlTextId= getDbProp('LOCAL:TARGET:CONTEXT_MENU:WEB_PAGE_URL'); self.NpcWebPage.BrowseDone= false; -- reset the page (empty url) and undo / redo runAH(nil, "browse", "name=ui:interface:npc_web_browser:content:html|url=release_wk.html|localize=1"); clearHtmlUndoRedo("ui:interface:npc_web_browser:content:html"); local ui= getUI("ui:interface:npc_web_browser"); if(ui~=nil) then ui.active= true; end ui:find("browse_redo").active = false ui:find("browse_undo").active = false ui:find("browse_refresh").active = false end ------------------------------------------------------------------------------------------------------------ -- function game:closeNpcWebBrowserHeader() local ui = getUI('ui:interface:npc_web_browser'); -- save size ui_npc_web_browser_h = ui.h; ui_npc_web_browser_w = ui.w; -- reduce window size ui.pop_min_h = 32; ui.h = 0; ui.w = 150; end ------------------------------------------------------------------------------------------------------------ -- function game:openNpcWebBrowserHeader() local ui = getUI('ui:interface:npc_web_browser'); ui.pop_min_h = 96; -- set size from saved values if (ui_npc_web_browser_h ~= nil) then ui.h = ui_npc_web_browser_h; end if (ui_npc_web_browser_w ~= nil) then ui.w = ui_npc_web_browser_w; end end ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ -- FAME ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------ function game:initFamePos() local ui = getUICaller(); -- assign good bar with good text local uiList = { 'fyros', 'matis', 'tryker', 'zorai', 'kami', 'karavan' }; for k,v in pairs(uiList) do -- get ui text local uiTextRef = getUI(getUIId(ui) .. ':' .. v); local fameIdx = getFameDBIndex(getFameIndex(v)); -- put bar in front of it if (fameIdx >= 0) and (fameIdx <= 5) then local uiBar = getUI(getUIId(ui) .. ':fb' .. fameIdx); uiBar.y = uiTextRef.y - uiTextRef.h / 2 + uiBar.h / 2; else debugInfo('Error init fame bar pos for ' .. v); end end end ------------------------------------------------------------------------------------------------------------ function game:initFameTribe() local ui = getUICaller(); local firstIdx = getFirstTribeFameIndex(); local firstDBIdx = getFameDBIndex(firstIdx); local nbFame = getNbTribeFameIndex(); for c = 1,nbFame do local lineIdx = getFameDBIndex(firstIdx+c-1) - firstDBIdx; local uiLine = getUI(getUIId(ui) .. ':list:line' .. lineIdx); uiLine.t.hardtext = 'uiFame_' .. getFameName(firstIdx+c-1); end end ------------------------------------------------------------------------------------------------------------ function game:updateFameBar(path) local thresholdKOS = getDbProp('SERVER:FAME:THRESHOLD_KOS'); local thresholdTrade = getDbProp('SERVER:FAME:THRESHOLD_TRADE'); local fameValue = getDbProp(path .. ':VALUE'); local fameMax = getDbProp(path .. ':THRESHOLD'); if (thresholdKOS < -100) then thresholdKOS = -100; end if (thresholdKOS > 100) then thresholdKOS = 100; end if (thresholdTrade < -100) then thresholdTrade = -100; end if (thresholdTrade > 100) then thresholdTrade = 100; end if (fameValue < -100) then fameValue = -100; end if (fameValue > 100) then fameValue = 100; end if (fameMax < -100) then fameMax = -100; end if (fameMax > 100) then fameMax = 100; end if (thresholdKOS > thresholdTrade) then thresholdKOS = thresholdTrade; end if (fameValue > fameMax) then fameValue = fameMax; end local ui = getUICaller(); local uiPart0 = ui.p0; local uiPart1 = ui.p1; local uiPart2 = ui.p2; local uiPart3 = ui.p3; local uiPart4 = ui.p4; local uiBar3d = ui.bar3d; -- part 4 is there to fill in the hole local barW = ui.w - 4; local barX = 2; local bar3dStart= barX + barW/2; local bar3dLimit= bar3dStart; -- init part 0 of the bar uiPart0.x = barX; ui.ttp0.x = barX; ui.ttp0.w = barW * (thresholdKOS + 100) / 200; if (fameValue >= -100) and (fameValue <= thresholdKOS) then uiPart0.color = '80 0 0 255'; uiPart0.w = barW * (fameValue + 100) / 200; uiPart4.color = '255 0 0 255'; uiPart4.x = uiPart0.x + uiPart0.w; uiPart4.w = barW * (thresholdKOS - fameValue) / 200; bar3dLimit= uiPart4.x; else uiPart0.color= '80 0 0 255'; uiPart0.w = barW * (thresholdKOS + 100) / 200; end -- init part 1 of the bar local part1X= barX + barW * (thresholdKOS + 100) / 200; local part1TotalW= barW * (thresholdTrade - thresholdKOS) / 200; uiPart1.x = part1X; ui.ttp1.x = part1X; ui.ttp1.w = part1TotalW; if (fameValue >= thresholdKOS) and (fameValue <= thresholdTrade) then uiPart1.color = '80 40 0 255'; uiPart1.w = barW * (fameValue - thresholdKOS) / 200; uiPart4.color = '255 127 0 255'; uiPart4.x = uiPart1.x + uiPart1.w; uiPart4.w = barW * (thresholdTrade - fameValue) / 200; bar3dLimit= uiPart4.x; else if (fameValue < thresholdKOS) then uiPart1.color = '255 127 0 255'; else uiPart1.color = '80 40 0 255'; end uiPart1.w = part1TotalW; end -- init part 2 of the bar local part2X= barX + barW * (thresholdTrade + 100) / 200; local part2TotalW= barW * (0 - thresholdTrade) / 200; uiPart2.x = part2X; ui.ttp2.x = part2X; ui.ttp2.w = part2TotalW; if (fameValue >= thresholdTrade) and (fameValue <= 0) then uiPart2.color = '80 80 0 255'; uiPart2.w = barW * (fameValue - thresholdTrade) / 200; uiPart4.color = '255 255 0 255'; uiPart4.x = uiPart2.x + uiPart2.w; uiPart4.w = barW * (0 - fameValue) / 200; bar3dLimit= uiPart4.x; else if (fameValue < thresholdTrade) then uiPart2.color = '255 255 0 255'; else uiPart2.color = '80 80 0 255'; end uiPart2.w = part2TotalW; end -- init part 3 of the bar local part3X= barX + barW * (0 + 100) / 200; local part3TotalW= barW * (100 - 0) / 200; uiPart3.x = part3X; ui.ttp3.x = part3X; ui.ttp3.w = part3TotalW; if (fameValue >= 0) and (fameValue <= 100) then uiPart3.color = '0 255 0 255'; uiPart3.w = barW * (fameValue - 0) / 200; uiPart4.color = '0 80 0 255'; uiPart4.x = uiPart3.x + uiPart3.w; uiPart4.w = barW * (100 - fameValue) / 200; bar3dLimit= uiPart4.x; else uiPart3.color = '0 80 0 255'; uiPart3.w = part3TotalW; end -- init max limit local uiMaxLimit = ui.m; uiMaxLimit.x = barX + barW * (fameMax + 100) / 200; -- init bar3d if (bar3dStart < bar3dLimit) then uiBar3d.x= bar3dStart; uiBar3d.w= bar3dLimit-bar3dStart; else uiBar3d.x= bar3dLimit; uiBar3d.w= bar3dStart - bar3dLimit; end end ------------------------------------------------------------------------------------------------------------ function game:updateFameBarTT(path) local fameMax = getDbProp(path .. ':THRESHOLD'); local text = i18n.get('uittFameMaxPossible'); text = findReplaceAll(text, '%famemax', tostring(fameMax)); setContextHelpText(text); end ------------------------------------------------------------------------------------------------------------ function game:getPvpEffects() local uiGroup= getUICaller(); local n = 59-1; local i; local hasBonus = false; local hasMalus = false; local text = '' local textBonus = ''; local textMalus = ''; local fmt; -- check every malus and bonus for i=0, n do local path = formatUI('SERVER:PVP_EFFECTS:#1', i); local id = getDbProp(path .. ':ID'); if (id ~= 0) then local isBonus = getDbProp(path .. ':ISBONUS'); local param = getDbProp(path .. ':PARAM'); if (isBonus == 1) then hasBonus = true; fmt = i18n.get('uiPvPEffect_' .. getRegionByAlias(id) .. '_Bonus'); fmt = replacePvpEffectParam(fmt, param); if (textBonus ~= '') then textBonus = concatUCString(textBonus, '\n\n'); end textBonus = concatUCString(textBonus, fmt); else hasMalus = true; fmt = i18n.get('uiPvPEffect_' .. getRegionByAlias(id) .. '_Malus'); fmt = replacePvpEffectParam(fmt, param); if (textMalus ~= '') then textMalus = concatUCString(textMalus, '\n\n'); end textMalus = concatUCString(textMalus, fmt); end; end end if (hasBonus) then uiGroup.pvpEffectsBonusMalusInfo.uc_hardtext_format = i18n.get('uiPvpEffectBonus'); uiGroup.pvpEffectsBonusMalus.uc_hardtext_format = textBonus; elseif (hasMalus) then uiGroup.pvpEffectsBonusMalusInfo.uc_hardtext_format = i18n.get('uiPvpEffectMalus'); uiGroup.pvpEffectsBonusMalus.uc_hardtext_format = textMalus; else uiGroup.pvpEffectsBonusMalusInfo.uc_hardtext_format = ''; uiGroup.pvpEffectsBonusMalus.uc_hardtext_format = ''; end end ------------------------------------------------------------------------------------------------------------ function game:getFactionName(id) if (id == self.TPVPClan.Kami) then return i18n.get('uiFameKami'); elseif (id == self.TPVPClan.Karavan) then return i18n.get('uiFameKaravan'); elseif (id == self.TPVPClan.Fyros) then return i18n.get('uiFameFyros'); elseif (id == self.TPVPClan.Matis) then return i18n.get('uiFameMatis'); elseif (id == self.TPVPClan.Tryker) then return i18n.get('uiFameTryker'); elseif (id == self.TPVPClan.Zorai) then return i18n.get('uiFameZorai'); else return i18n.get('Unknown'); end end ------------------------------------------------------------------------------------------------------------ function game:getAllegiancePoints() local path = 'SERVER:PVP_EFFECTS:PVP_FACTION_POINTS'; local civ = getDbProp(path .. ':CIV'); local civPoints = getDbProp(path .. ':CIV_POINTS'); local cult = getDbProp(path .. ':CULT'); local cultPoints = getDbProp(path .. ':CULT_POINTS'); local text; local uiGroup= getUICaller(); -- civ allegiance if (civ == self.TPVPClan.None or civ == self.TPVPClan.Neutral) then text = i18n.get('uiPvpFameNoCivAllegiance'); else text = i18n.get('uiPvpFameAllegiancePoints'); text = findReplaceAll(text, '%faction', self:getFactionName(civ)); text = findReplaceAll(text, '%points', tostring(civPoints)); end uiGroup.civ_allegiance_pts.uc_hardtext_format = text; -- cult allegiance if (cult == self.TPVPClan.None or cult == self.TPVPClan.Neutral) then text = i18n.get('uiPvpFameNoCultAllegiance'); else text = i18n.get('uiPvpFameAllegiancePoints'); text = findReplaceAll(text, '%faction', self:getFactionName(cult)); text = findReplaceAll(text, '%points', tostring(cultPoints)); end uiGroup.cult_allegiance_pts.uc_hardtext_format = text; end ------------------------------------------------------------------------------------------------------------ function game:updateAllegiance(path, uiText) local alleg = getDbProp(path); local text = i18n.get('uiFameAllegiance' .. tostring(alleg) ); getUICaller()[uiText].uc_hardtext= text; end ------------------------------------------------------------------------------------------------------------ function game:fameAllegianceTooltipCiv() local enum= getDbProp('SERVER:FAME:CIV_ALLEGIANCE'); -- set the tooltip in InterfaceManager setContextHelpText( i18n.get('uittFameAllegianceCiv' .. tostring(enum)) ); end ------------------------------------------------------------------------------------------------------------ function game:fameAllegianceTooltipCult() local enum= getDbProp('SERVER:FAME:CULT_ALLEGIANCE'); -- set the tooltip in InterfaceManager setContextHelpText( i18n.get('uittFameAllegianceCult' .. tostring(enum)) ); end ------------------------------------------------------------------------------------------------------------ function game:fameAllegianceTooltipCivGuild() local enum= getDbProp('SERVER:GUILD:FAME:CIV_ALLEGIANCE'); -- set the tooltip in InterfaceManager setContextHelpText( i18n.get('uittFameAllegianceCivGuild' .. tostring(enum)) ); end ------------------------------------------------------------------------------------------------------------ function game:fameAllegianceTooltipCultGuild() local enum= getDbProp('SERVER:GUILD:FAME:CULT_ALLEGIANCE'); -- set the tooltip in InterfaceManager setContextHelpText( i18n.get('uittFameAllegianceCultGuild' .. tostring(enum)) ); end ------------------------------------------------------------------------------------------------------------ -- function game:tooltipDeltaValue(base, max) -- Calculate delta local val = max - base; local text; if (val == 0) then text = concatUCString('@{FFFF}', tostring(max)); else if (val > 0) then -- bonus text = concatUCString('@{FFFF}', tostring(max)); text = concatUCString(text, ' ('); text = concatUCString(text, tostring(base)); text = concatUCString(text, '@{0F0F}'); text = concatUCString(text, ' + '); text = concatUCString(text, tostring(val)); text = concatUCString(text, '@{FFFF}'); text = concatUCString(text, ')'); else -- malus text = concatUCString('@{FFFF}', tostring(max)); text = concatUCString(text, ' ('); text = concatUCString(text, tostring(base)); text = concatUCString(text, '@{E42F}'); text = concatUCString(text, ' - '); text = concatUCString(text, tostring(math.abs(val))); text = concatUCString(text, '@{FFFF}'); text = concatUCString(text, ')'); end end return text; end ------------------------------------------------------------------------------------------------------------ -- function game:tooltipScore(dbBase, dbMax, ttFormat) -- Get DB values local base = getDbProp(dbBase); local max = getDbProp(dbMax); -- Tooltip text local fmt = i18n.get(ttFormat); local text = self:tooltipDeltaValue(base, max); fmt = findReplaceAll(fmt, "%n", text ); -- Set tooltip setContextHelpText(fmt); end ------------------------------------------------------------------------------------------------------------ -- function game:tooltipScoreEP(dbBase, dbMax, ttFormat, dbLvl, dbMod) -- Defender level local defLvl= getDbProp(formatUI(dbLvl)); defLvl = math.max(0, defLvl); -- Attacker level local attLvl = getBaseSkillValueMaxChildren(getSkillIdFromName('SF')); -- Get DB values local base = getDbProp(dbBase); local max = getDbProp(dbMax); local chance = getDodgeParryChance(attLvl, defLvl); local mod = getDbProp(dbMod); local maxChance = chance + mod; -- Tooltip text local fmt = i18n.get(ttFormat); local text = self:tooltipDeltaValue(base, max); local textChance = self:tooltipDeltaValue(chance, maxChance); fmt = findReplaceAll(fmt, "%n", text ); fmt = findReplaceAll(fmt, "%l", tostring(attLvl)); fmt = findReplaceAll(fmt, "%p", textChance); -- Set tooltip setContextHelpText(fmt); end ------------------------------------------------------------------------------------------------------------- ---------------------------------- RING STATS --------------------------------------------------- ------------------------------------------------------------------------------------------------------------- RingPlayerInfo = { WaitingInfo = false, LastRefreshTime = 0, InfoReceived = false, PendingRefresh = false, WaitingPeriod = 15, RefreshPeriod = 10, MinRefreshPeriod = 4, LastRefreshQuerryTime = 0, } -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:getWindow() local ui = getUI("ui:interface:info_player_skills") assert(ui) return ui end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:initRingStatPlayer() setOnDraw(self:getWindow(), "RingPlayerInfo:onRingRatingPlayerDraw()") end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:onRingRatingPlayerDraw() local timeInSec = nltime.getLocalTime() / 1000 if self.WaitingInfo then if timeInSec - self.LastRefreshTime > self.WaitingPeriod then self.WaitingInfo = false self.LastRefreshTime = nltime.getLocalTime() / 1000 else if not self.InfoReceived then --debugInfo("No received info") end end else if timeInSec - self.LastRefreshTime > self.RefreshPeriod then self:refresh() else --debugInfo("pas de refresh") end end self:updatePendingRefresh() end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:updatePendingRefresh() if self.PendingRefresh then local currTime = nltime.getLocalTime() / 1000 if currTime - self.LastRefreshQuerryTime > self.MinRefreshPeriod and game.getRingStats then self.LastRefreshQuerryTime = currTime self.PendingRefresh = false game.getRingStats() end end end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:onRingStatsPlayerReceving(ringPoints) self.WaitingInfo = false self.LastRefreshTime = nltime.getLocalTime() / 1000 self.InfoReceived = true self:fill(ringPoints) end function RingPlayerInfo:fill(ringPoints) self.InfoReceived = false local ui = self:getWindow() -- author Rating -- local authorRR = ui:find("author_ring_rating") -- local jaugeUI = authorRR:find("jauge_bar") -- local levelUI = authorRR:find("level_rating") -- local tooltipUI = authorRR:find("tt") -- local level, progress = self:getLevelRatingAndImprovementRate(ringPoints.AuthorRating) -- jaugeUI.w = progress*156 -- local texturename = "" -- if level~=0 then texturename = "r2ed_ring_rating_" .. level .. ".tga" end -- levelUI.texture = texturename -- tooltipUI.tooltip = self:tooltipRingRating(level, progress, "uiR2EDAuthorRingRatingTooltip") -- AM Rating -- local AMRR = ui:find("am_ring_rating") -- jaugeUI = AMRR:find("jauge_bar") -- levelUI = AMRR:find("level_rating") -- tooltipUI = AMRR:find("tt") -- level, progress = self:getLevelRatingAndImprovementRate(ringPoints.AMRating) -- jaugeUI.w = progress*156 -- texturename = "" -- if level~=0 then texturename = "r2ed_ring_rating_" .. level .. ".tga" end -- levelUI.texture = texturename -- tooltipUI.tooltip = self:tooltipRingRating(level, progress, "uiR2EDAMRingRatingTooltip") -- masterless Rating -- local masterlessRR = ui:find("masterless_ring_rating") -- jaugeUI = masterlessRR:find("jauge_bar") -- levelUI = masterlessRR:find("level_rating") -- tooltipUI = masterlessRR:find("tt") -- level, progress = self:getLevelRatingAndImprovementRate(ringPoints.MasterlessRating) -- jaugeUI.w = progress*156 -- texturename = "" -- if level~=0 then texturename = "r2ed_ring_rating_" .. level .. ".tga" end -- levelUI.texture = texturename -- tooltipUI.tooltip = self:tooltipRingRating(level, progress, "uiR2EDMasterlessRingRatingTooltip") -- ecosystem Points local ecosystems = {"Basic", "Desert", "Subtropic", "Forest", "Jungle", "PrimeRoot"} for k, eco in pairs(ecosystems) do local ecoVal = tostring(ringPoints[eco.."RingPoints"]) local ecoValMax = tostring(ringPoints["Max" .. eco.."RingPoints"]) local ecoUI = ui:find(string.lower(eco)) local maxUI = ecoUI:find("max") local valUI = ecoUI:find("val") tooltipUI = ecoUI:find("tt") maxUI.hardtext = ecoValMax valUI.hardtext = ecoVal tooltipUI.tooltip = self:tooltipEcosystemPoints(ecoVal, ecoValMax, "uiR2ED" .. eco .. "PointsTooltip") end end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:refresh() self.PendingRefresh = true self.LastRefreshTime = nltime.getLocalTime() / 1000 self.WaitingInfo = true end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:tooltipEcosystemPoints(rp, maxRp, ttFormat) -- Tooltip text local fmt = i18n.get(ttFormat); fmt = findReplaceAll(fmt, "%n", rp ); fmt = findReplaceAll(fmt, "%p", maxRp ); -- Set tooltip return fmt; end ------------------------------------------------------------------------------------------------------------ function RingPlayerInfo:updateRRPSLevel(dbVal, tooltip) -- get values. minimize the value displayed local val= getDbProp(dbVal); -- get the ui text local ui= getUICaller(); local uiText= ui.val; -- set the text uiText.uc_hardtext= tostring(val) self:tooltipRRPs(dbVal, tooltip) end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:tooltipRRPs(dbBase, ttFormat) local val = getDbProp(dbBase); -- Tooltip text local fmt = i18n.get(ttFormat); local text = tostring(val) fmt = findReplaceAll(fmt, "%n", text ); -- Set tooltip setContextHelpText(fmt); end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:tooltipRingRating(level, progress, ttFormat) -- Tooltip text local fmt = i18n.get(ttFormat); progress = math.floor(progress*100) fmt = findReplaceAll(fmt, "%n", tostring(level)); fmt = findReplaceAll(fmt, "%p", tostring(progress)); -- Set tooltip return fmt; end -------------------------------------------------------------------------------------------------------------- -- function RingPlayerInfo:getLevelRatingAndImprovementRate(val) val = val / 100 local level = 0 local maxRatingInLevel = 0 local minRatingInLevel = 0 for i=0,9 do level = i minRatingInLevel = maxRatingInLevel maxRatingInLevel = maxRatingInLevel + math.pow(4, i+1) if maxRatingInLevel>val then break end end local progress = (val-minRatingInLevel)/(maxRatingInLevel-minRatingInLevel) return level, progress end -------------------------------------------------------------------------------------------------------------- -- function game:updateOrganization(path, uiOrgText, uiStatusText, uiPointsText) local org = getDbProp(path.."1:VALUE") getUICaller()[uiOrgText].uc_hardtext = i18n.get('uiOrganization_' .. org) local status = getDbProp(path.."2:VALUE") getUICaller()[uiStatusText].uc_hardtext= status local points = getDbProp(path.."3:VALUE") getUICaller()[uiPointsText].uc_hardtext= points end ------------------------------------------------------------------------------------------------------------ function game:organizationTooltip() -- set the tooltip in InterfaceManager setContextHelpText( i18n.get('uittOrganization') ); end -------------------------------------------------------------------------------------------------------------- function game:popMissionList() local menu = getUI("ui:interface:mission_cb_menu") enableModalWindow(getUICaller(), "ui:interface:mission_cb_menu") self:updateMissionMenuSize() end -------------------------------------------------------------------------------------------------------------- function game:getGroupMissionFirstIndex() return tonumber(getDefine("ipj_nb_mission")) end -------------------------------------------------------------------------------------------------------------- function game:getMissionDbPath(missionIndex) local numMissions = game:getGroupMissionFirstIndex() if missionIndex >= numMissions then -- group mission ? return "SERVER:GROUP:MISSIONS:" .. tostring(missionIndex - numMissions) else return "SERVER:MISSIONS:" .. tostring(missionIndex) end end -------------------------------------------------------------------------------------------------------------- function game:getCurrMissionIndex() local result = getDbProp("UI:SAVE:MISSION_SELECTED") return result end function game:getCurrGroupMissionIndex() return getDbProp("UI:SAVE:MISSION_SELECTED") - tonumber(getDefine("ipj_nb_mission")) end -------------------------------------------------------------------------------------------------------------- function game:updateCurrMissionComboBox() local numMissions = tonumber(getDefine("ipj_nb_mission")) local missionFound = false local cb = getUI("ui:interface:info_player_journal:content:mission_combo") local missionList = getUI("ui:interface:info_player_journal:content:mission_list") for i = 0, numMissions - 1 do if getDbProp("SERVER:MISSIONS:" .. i .. ":TITLE") ~= 0 or getDbProp("SERVER:GROUP:MISSIONS:" .. i .. ":TITLE") ~= 0 then missionFound = true break end end if not missionFound then cb.arrow.active = false cb.mission_ico.active = false cb.mission_title.active = false cb.select.active = false cb.no_selected_mission.active = false cb.no_available_mission.active = true missionList.no_selected_mission.active = false missionList.no_available_mission.active = true return end cb.no_available_mission.active = false missionList.no_available_mission.active = false cb.arrow.active = true cb.select.active = true local currMission = self:getCurrMissionIndex() local dbPath = self:getMissionDbPath(currMission) -- local selected = (currMission ~= -1) if selected then cb.mission_title.textid_dblink = dbPath .. ":TITLE" selected = (tile ~= 0) end cb.mission_ico.active = selected cb.mission_title.active = selected cb.no_selected_mission.active = not selected missionList.no_selected_mission.active = not selected if selected then if getDbProp(dbPath .. ":FINISHED") == 0 then cb.mission_ico.texture = runExpr("getMissionSmallIcon(" .. tostring(getDbProp(dbPath .. ":ICON") .. ")")) elseif getDbProp(dbPath .. ":FINISHED") == 1 then cb.mission_ico.texture = "Small_Task_Done.tga" else cb.mission_ico.texture = "Small_Task_Failed.tga" end end end -------------------------------------------------------------------------------------------------------------- function game:onMissionSelected(index) disableModalWindow() self:updateCurrMissionComboBox() end -------------------------------------------------------------------------------------------------------------- function game:onGroupMissionSelected(index) disableModalWindow() self:updateCurrMissionComboBox() end -------------------------------------------------------------------------------------------------------------- function game:onMissionDBIndexChanged() local missionIndex = self:getCurrMissionIndex() if missionIndex < 0 then return end -- if selection was made from the list, update the other list if missionIndex >= self:getGroupMissionFirstIndex() then local groupMissionIndex = missionIndex - self:getGroupMissionFirstIndex() getUI("ui:interface:info_player_journal:content:mission_list:b_group_title" .. tostring(groupMissionIndex)).pushed = true getUI("ui:interface:mission_cb_menu:mission_list:b_group_title" .. tostring(groupMissionIndex)).pushed = true else getUI("ui:interface:info_player_journal:content:mission_list:b_title" .. tostring(missionIndex)).pushed = true getUI("ui:interface:mission_cb_menu:mission_list:b_title" .. tostring(missionIndex)).pushed = true end end -------------------------------------------------------------------------------------------------------------- function game:onMissionTitleChanged(index) -- if title is not nil then a new mission has been added -> if db initilization is over, then selected this new mission if getDbProp(self:getMissionDbPath(index) .. ":TITLE") ~= 0 then if game.InGameDbInitialized or config.Local then self:setCurrentMission(index) end else self:updateCurrMissionComboBox() self:updateMissionMenuSize() end end -------------------------------------------------------------------------------------------------------------- function game:onGroupMissionTitleChanged(index) if getDbProp(self:getMissionDbPath(index + 15) .. ":TITLE") ~= 0 then if game.InGameDbInitialized or config.Local then self:setCurrentMission(index + 15) end else self:updateCurrMissionComboBox() self:updateMissionMenuSize() end end -------------------------------------------------------------------------------------------------------------- function game:updateMissionMenuSize() local parentCB = getUI("ui:interface:info_player_journal:content:mission_combo") local menu = getUI("ui:interface:mission_cb_menu") if not menu.active then return end local maxNumMissions = 2 * self:getGroupMissionFirstIndex() local missionCount = 0 for k = 0, maxNumMissions - 1 do if getDbProp(self:getMissionDbPath(k) .. ":TITLE") ~= 0 then missionCount = missionCount + 1 end end menu.h = 8 + missionCount * 18 menu.y = 0 menu:updateCoords() local y = parentCB.y_real - menu.h_real - 1 if y < 0 then y = parentCB.y_real + parentCB.h_real + 1 end local scrW local scrH scrW, scrH = getWindowSize() if y + menu.h > scrH then y = scrH - menu.h end menu.w = parentCB.w_real menu.y = y menu.x = parentCB.x_real menu.h = 8 + missionCount * 18 menu:invalidateCoords() end -------------------------------------------------------------------------------------------------------------- --function game:updateMissionDescCloseButton(index) -- local dbPath = self:getMissionDbPath(index) -- if index == self:getCurrMissionIndex() then -- local closeText = getUI("ui:interface:info_player_journal:content:desc:close") -- local button = getUI("ui:interface:info_player_journal:content:desc:uppart:over_icon") -- local finished = getDbProp(dbPath .. ":FINISHED") -- if finished == 0 then -- closeText.hardtext = 'uittMissionAbandon' -- button.texture = "blank2.tga" -- else -- closeText.hardtext = 'uittMissionFinished' -- if finished == 1 then -- button.texture = "ICO_Task_Done.tga" -- else -- button.texture = "ICO_Task_Failed.tga" -- end -- end -- end --end -------------------------------------------------------------------------------------------------------------- function game:onMissionFinished(index) self:updateCurrMissionComboBox() --self:updateMissionDescCloseButton(index) end -------------------------------------------------------------------------------------------------------------- function game:onGroupMissionFinished(index) self:updateCurrMissionComboBox() --self:updateMissionDescCloseButton(index + game:getGroupMissionFirstIndex()) end -------------------------------------------------------------------------------------------------------------- function game:expandMissionList() local missionCB = getUI("ui:interface:info_player_journal:content:mission_combo") missionCB.active = not missionCB.active self:updateMissionWindowLayout() end -------------------------------------------------------------------------------------------------------------- function game:updateMissionWindowLayout() if not isInRingMode() then local missionCB = getUI("ui:interface:info_player_journal:content:mission_combo") local missionList = getUI("ui:interface:info_player_journal:content:mission_list") local fake = getUI("ui:interface:info_player_journal:content:fake") local sepBis = getUI("ui:interface:info_player_journal:content:separator_bis") local desc = getUI("ui:interface:info_player_journal:content:desc") local expanded local popMinH local win = getUI("ui:interface:info_player_journal") if missionCB.active then sepBis.active = false missionList.active = false fake.sizeref="" fake.y = -32 fake.h = 0 expanded = 0 desc.max_sizeref ="wh" desc.max_h= -42 win.pop_min_h = 152 - win.content_y_offset else sepBis.active = true missionList.active = true fake.sizeref="wh5" fake.y = -8 fake.h = -42 expanded = 1 desc.max_sizeref ="wh5" desc.max_h=16 win.pop_min_h = 152 - win.content_y_offset end local fixedEntry = getUI("ui:interface:info_player_journal:content:mission_fixed_entry") fixedEntry:updateCoords() desc.max_h = desc.max_h - fixedEntry.h setDbProp("UI:SAVE:EXPAND_MISSION_LIST", expanded) getUI("ui:interface:info_player_journal"):invalidateCoords() end end -------------------------------------------------------------------------------------------------------------- function game:onMissionJournalOpened() local missionDesc = getUI("ui:interface:info_player_journal:content:desc") missionDesc.active = getDbProp("UI:SAVE:MISSION_SELECTED") ~= -1 local expandList = getDbProp("UI:SAVE:EXPAND_MISSION_LIST") self:updateMissionJournalMode() if not isInRingMode() then local missionCB = getUI("ui:interface:info_player_journal:content:mission_combo") if expandList == 1 then missionCB.active = false else missionCB.active = true end end self:updateMissionJournalHeader() self:updateMissionWindowLayout() self:updateMissionJournalFixedEntry() end -------------------------------------------------------------------------------------------------------------- function game:updateMissionJournalHeader() local win = getUI("ui:interface:info_player_journal") local headerActive = getDbProp("UI:SAVE:MISSION_JOURNAL_HEADER_ACTIVE") ~= 0 win.header_active = headerActive win.right_button_enabled = headerActive if headerActive then win.uc_title_opened = i18n.get("uiJournalTitle") win.content_y_offset = 0 else win.uc_title_opened = ucstring("") win.content_y_offset = win.header_opened.h_real + 3 end end -------------------------------------------------------------------------------------------------------------- function game:updateMissionJournalFixedEntry() -- update fixed entry text local fixedEntryRing = getUI("ui:interface:info_player_journal:no_available_missions:main:mission_fixed_entry") local fixedEntryMain = getUI("ui:interface:info_player_journal:content:mission_fixed_entry") fixedEntryRing.active = game.InGameDbInitialized and isInRingMode() fixedEntryMain.active = game.InGameDbInitialized and not isInRingMode() local id = "uiFixedMissionEntry" if isPlayerNewbie() then id = id .."_Newbie" if isInRingMode() then id = id .. "_R2" end if isPlayerFreeTrial() then id = id .. "_Trial" end else if isInRingMode() then id = id .. "_R2" else id = id .. "_Mainland_" .. getUserRace() end end fixedEntryMain.uc_hardtext = i18n.get(id) fixedEntryRing.uc_hardtext = i18n.get(id) self:updateMissionWindowLayout() end -------------------------------------------------------------------------------------------------------------- function game:setCurrentMission(index) mw = getMissionWindow() mw.active = game.InGameDbInitialized if index < self:getGroupMissionFirstIndex() then runAH(nil, "proc", "mission_proc_title|" .. tostring(index)) else runAH(nil, "proc", "group_mission_proc_title|" .. tostring(index - self:getGroupMissionFirstIndex())) end end -------------------------------------------------------------------------------------------------------------- function game:onMissionComboWheelUp() local currMissionIndex = self:getCurrMissionIndex() while currMissionIndex > 0 do currMissionIndex = currMissionIndex - 1 if getDbProp(self:getMissionDbPath(currMissionIndex) .. ":TITLE") ~= 0 then self:setCurrentMission(currMissionIndex) return end end end -------------------------------------------------------------------------------------------------------------- function game:onMissionComboWheelDown() local currMissionIndex = self:getCurrMissionIndex() local maxNumMission = 2 * self:getGroupMissionFirstIndex() while currMissionIndex < (maxNumMission - 1) do currMissionIndex = currMissionIndex + 1 if getDbProp(self:getMissionDbPath(currMissionIndex) .. ":TITLE") ~= 0 then self:setCurrentMission(currMissionIndex) return end end end -------------------------------------------------------------------------------------------------------------- function game:toggleMissionJournalCaption() local dbPath = "UI:SAVE:MISSION_JOURNAL_HEADER_ACTIVE" setDbProp(dbPath, 1 - getDbProp(dbPath)) local win = getUI("ui:interface:info_player_journal") self:updateMissionJournalHeader() self:updateMissionWindowLayout() end -------------------------------------------------------------------------------------------------------------- -- handler called by C++ to tell that the main loop is about to begin function game:onMainLoopBegin() game.InGameDbInitialized = false game.PrevSessionMission = getDbProp("UI:VARIABLES:MISSION_SELECTED_PREV_SESSION") debugInfo("onMainLoopBegin()") end -------------------------------------------------------------------------------------------------------------- -- handler called by C++ to tell that all initial value have been set in the db function game:onInGameDbInitialized() game.InGameDbInitialized = true -- if the journal is opened, force an update for the fixed entry text -- (says if we're in start island, paying account ...) need DB flags like -- IS_NEWBIE & IS_TRIAL to be received game:updateMissionJournalFixedEntry() -- If a mission was previously selected, restore it if game.PrevSessionMission ~= -1 then self:setCurrentMission(game.PrevSessionMission) end game:setInfoPlayerCharacterRace() runAH(nil, "sort_tribefame", "") end function game:onWebIgReady() -- Call init webig getUI("ui:interface:web_transactions:content:html"):browse("home") getUI("ui:interface:webig:content:html"):browse("home") end -------------------------------------------------------------------------------------------------------------- -- handler called by C++ at the start of a far TP (log to char selection or far tp) function game:onFarTpStart() debugInfo("game:onFarTpStart()") --game:deinitWebIgApps() end -------------------------------------------------------------------------------------------------------------- -- handler called by C++ after characer reselection or the end of a far TP function game:onFarTpEnd() debugInfo("game:onFarTpEnd()") --game:preInitWebIgApps() end -------------------------------------------------------------------------------------------------------------- -- handler called by C++ at the end of the main loop function game:onMainLoopEnd() game.InGameDbInitialized = false game:updateMissionJournalFixedEntry() end -------------------------------------------------------------------------------------------------------------- -- ring journal on / off function game:setMissionJournalRingMode(isRing) local journal = getUI("ui:interface:info_player_journal") if isRing then journal.content.expand_mission_list.active = false journal.content.mission_combo.active = false journal.content.active = true journal.content.mission_list.active = false journal.content.sv.active = false journal.content.fake.active = false journal.content.separator.active = false journal.content.separator_bis.active = false journal.content.desc.active = false journal.content.sv_desc.active = false journal.no_available_missions.active = true else journal.content.expand_mission_list.active = true journal.no_available_missions.active = false; journal.content.active = true; --journal.content.mission_list.active = true; journal.content.sv.active = true; journal.content.fake.active = true; journal.content.separator.active = true; journal.content.desc.active = getDbProp("UI:SAVE:MISSION_SELECTED") ~= -1; journal.content.sv_desc.active = true end end -------------------------------------------------------------------------------------------------------------- -- update mission journal depending on wether we're in the ring or not function game:updateMissionJournalMode() --local isRing = r2~=nil and r2.Mode~=nil and r2.Mode=='r2ed_anim_test' game:setMissionJournalRingMode(isInRingMode()) end local remainingMissionTextIDs = {} function getMissionWindow() return getUI("ui:interface:info_player_journal") end -------------------------------------------------------------------------------------------------------------- -- This is called when a new step is added to the current mission. If so, make sure that the step -- is visible in the listbox function game:onNewMissionStepAdded(stepIndex) local missionWnd = getMissionWindow() local missionIndex = getDbProp("UI:SAVE:MISSION_SELECTED") local dbPath if missionIndex < 0 then return end -- debugInfo("New Step") if missionIndex < 15 then dbPath = "SERVER:MISSIONS:" .. tostring(missionIndex) .. ":GOALS:" .. tostring(stepIndex) .. ":TEXT" else dbPath = "SERVER:GROUP:MISSIONS:" .. tostring(missionIndex - 15) .. ":GOALS:" .. tostring(stepIndex) .. ":TEXT" end local stringID = getDbProp(dbPath) if stringID ~= 0 then -- debugInfo(tostring(stringID)) table.insert(remainingMissionTextIDs, stringID) setOnDraw(missionWnd, "game:ensureLastMissionStepVisibility0()") else end end function game:ensureLastMissionStepVisibility0() local missing = false for k, v in pairs(remainingMissionTextIDs) do if not isDynStringAvailable(v) then missing = true break end end local missionWnd = getMissionWindow() if not missing then remainingMissionTextIDs = {} -- delay real update to newt frame setOnDraw(missionWnd, "game:ensureLastMissionStepVisibility1()") else -- for debug : dump the list of remaining "dyn string" --local stringList = "{" --for k, v in remainingMissionTextIDs do -- if not isDynStringAvailable(v) then -- stringList = stringList .. " " .. tostring(v) -- end --end --stringList = stringList .. "}" end end function game:ensureLastMissionStepVisibility1() local missionWnd = getMissionWindow() local scrollBar = missionWnd:find("sv_desc") --scrollBar.trackPos = 20000 -- move upward --scrollBar:updateCoords() --setOnDraw(missionWnd, "") local descWnd = missionWnd:find("desc") local maxNumSteps = getDefine("ipj_nb_goal") local topStep for stepIndex = 0, maxNumSteps -1 do local currStep = descWnd["step" .. tostring(stepIndex)] if currStep.active then topStep = currStep end end -- debugInfo("Found step : " .. topStep.hardtext) if topStep == nil then return end scrollBar:ensureVisible(topStep, "M", "M") --local wantedY = topStep.h_real / 2 - (descWnd.y_real - topStep.y_real) --local wantedY = descWnd.y_real + descWnd.h_real - topStep.y_real --local offsetY = wantedY - descWnd.max_h_real / 2 --if offsetY < 0 then offsetY = 0 end --descWnd.ofsy = offsetY --descWnd:invalidateCoords() --descWnd:updateCoords() setOnDraw(missionWnd, "") end -------------------------------------------------------------------------------------------------------------- -- This handler is triggered when a new mission has been added. In this case, we select the mission automatically function game:onNewMissionAdded(missionIndex) debugInfo("Mission " .. missionIndex .. " has been added") end -------------------------------------------------------------------------------------------------------------- -- RPJOBS function game:addRpJob(jobtype, id, value, rpjobs) local base_path = "ui:interface:info_player_skills:content:rpjobs:rpjob_"..jobtype.."_"..id..":rpjob_"..jobtype.."_infos_"..id local group = getUI("ui:interface:info_player_skills:content:rpjobs:rpjob_"..jobtype.."_"..id) if (value == nil) then group.active = false else local name = "rpjob_" .. string.format("%03d", value) local sitem = name..".sitem" if (rpjobs[sitem] == nil) then group.active = false else group.active = true local echelon_value = rpjobs[sitem][1] local quantity = rpjobs[sitem][2] local maxlevel = (echelon_value*6)-30 if (quantity > maxlevel) then quantity = maxlevel end local base = getUI(base_path..":t") base.hardtext = i18n.get(name):toUtf8() local ui = getUI(base_path..":icon") ui.texture = name..".tga" local echelon = getUI(base_path..":echelon_value") echelon.hardtext = tostring(echelon_value/10) local bar = getUI(base_path..":bar3d:level") local t = getUI(base_path..":bar3d:t") if (echelon_value >= 60) then bar.color = "255 0 0 255" bar.w = "368" t.hardtext = i18n.get("uiRpjobMaxLevel"):toUtf8() t.color = "255 255 0 255" else bar.color = tostring(math.floor((105*quantity)/maxlevel)).." "..tostring(100+math.floor((155*quantity)/maxlevel)).." "..tostring(math.floor((105*quantity)/maxlevel)).." 255" bar.w = tostring((368*quantity)/maxlevel) t.hardtext = tostring(quantity).." / "..tostring(maxlevel) t.color = tostring(255*math.floor(3*(maxlevel-quantity)/maxlevel)).." "..tostring(255*math.floor(3*(maxlevel-quantity)/maxlevel)).." "..tostring(255*math.floor(3*(maxlevel-quantity)/maxlevel)).." 255" end end end end function game:getRPJobs() rpjobs_advanced = {} rpjobs_elementary = {} rpjobs_roleplay = {} rpjobs = {} for i = 0, 499, 1 do local sheet = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":SHEET") if (sheet ~= 0) then local name = getSheetName(sheet) if (string.sub(name, 0, 6) == "rpjob_") then local quality = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":QUALITY") local quantity = getDbProp("SERVER:INVENTORY:BAG:"..tostring(i)..":QUANTITY") if (name == "rpjob_advanced.sitem") then table.insert(rpjobs_advanced, quality) else if (name == "rpjob_elementary.sitem") then table.insert(rpjobs_elementary, quality) else if (name == "rpjob_roleplay.sitem") then table.insert(rpjobs_roleplay, quality) else if rpjobs[name] == nil then rpjobs[name] = {quality, quantity} else if rpjobs[name][1] < quality then rpjobs[name] = {quality, quantity} end end end end end end end end for id=1,2,1 do game:addRpJob("advanced", id, rpjobs_advanced[id], rpjobs) end for id=1,3,1 do game:addRpJob("elementary", id, rpjobs_elementary[id], rpjobs) end end -------------------------------------------------------------------------------------------------------------- function game:setInfoPlayerCharacterRace() getUI("ui:interface:info_player_skills:content:basics_skills:character_race_name").uc_hardtext = i18n.get("io"..getUserRace()) end -- -------------------------------------------------------------------------------------------------------------- -- game.preInitTimer = 0 -- function game:preInitWebIgAppsLoop() -- if game.preInitTimer == nil then game.preInitTimer = 0 end -- game.preInitTimer = game.preInitTimer - 1 -- if (not game.preWebIgAppsInitialized) and game.preInitTimer < 0 then -- debugInfo("initWebIgAppsLoop(): calling app_ig_preinit.php") -- getUI("ui:interface:web_transactions:content:html"):browse("http://atys.ryzom.com/start/app_ig_preinit.php") -- game.preInitTimer = getDbProp("UI:SAVE:WEBIG_RETRY_DELAY") -- end -- if game.preWebIgAppsInitialized then -- debugInfo("preInitWebIgAppsLoop(): Calling removeOnDbChange()") -- removeOnDbChange(getUI("ui:interface"), "@UI:VARIABLES:CURRENT_SERVER_TICK") -- end -- end -- -------------------------------------------------------------------------------------------------------------- -- function game:preInitWebIgApps() -- debugInfo("game:preInitWebIgApps()") -- addOnDbChange(getUI("ui:interface"), "@UI:VARIABLES:CURRENT_SERVER_TICK", "game:preInitWebIgAppsLoop()") -- end -- -------------------------------------------------------------------------------------------------------------- -- game.postInitTimer = 0 -- function game:postInitWebIgAppsLoop() -- if game.postInitTimer == nil then game.postInitTimer = 0 end -- game.postInitTimer = game.postInitTimer - 1 -- if game.postInitTimer < 0 then -- debugInfo("initWebIgAppsLoop(): calling app_ig_postinit.php") -- getUI("ui:interface:web_transactions:content:html"):browse("http://atys.ryzom.com/start/app_ig_postinit.php") -- game.postInitTimer = getDbProp("UI:SAVE:WEBIG_RETRY_DELAY") -- end -- if game.postWebIgAppsInitialized then -- debugInfo("postInitWebIgAppsLoop(): Calling removeOnDbChange()") -- removeOnDbChange(getUI("ui:interface:milko_pad"), "@UI:VARIABLES:CURRENT_SERVER_TICK") -- end -- end -- -------------------------------------------------------------------------------------------------------------- -- function game:postInitWebIgApps() -- debugInfo("game:postInitWebIgApps()") -- addOnDbChange(getUI("ui:interface:milko_pad"), "@UI:VARIABLES:CURRENT_SERVER_TICK", "game:postInitWebIgAppsLoop()") -- end -- -------------------------------------------------------------------------------------------------------------- -- function game:deinitWebIgApps() -- debugInfo("game:deinitWebIgApps()") -- game.preWebIgAppsInitialized = nil -- game.postWebIgAppsInitialized = nil -- titleSetted = nil -- end