tibia-client/modules/game_skills/skills.lua

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Skills = {}
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-- private variables
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local skillsWindow
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local skillsButton
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-- 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
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local function setSkillValue(id, value)
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local skill = skillsWindow:recursiveGetChildById(id)
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if skill then
local widget = skill:getChildById('value')
widget:setText(value)
end
end
local function setSkillPercent(id, percent, tooltip)
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local skill = skillsWindow:recursiveGetChildById(id)
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if skill then
local widget = skill:getChildById('percent')
widget:setPercent(percent)
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if tooltip then
widget:setTooltip(tooltip)
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end
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end
end
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-- public functions
function Skills.create()
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skillsWindow = displayUI('skills.otui', { parent = g_game.gameRightPanel })
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skillsWindow:hide()
skillsButton = TopMenu.addGameButton('skillsButton', 'Skills (Ctrl+S)', '/core_styles/icons/skills.png', Skills.toggle)
Keyboard.bindKeyDown('Ctrl+S', Skills.toggle)
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end
function Skills.destroy()
Keyboard.unbindKeyDown('Ctrl+S')
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skillsButton:destroy()
skillsButton = nil
skillsWindow:destroy()
skillsWindow = nil
end
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function Skills.toggle()
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local visible = not skillsWindow:isExplicitlyVisible()
skillsWindow:setVisible(visible)
skillsButton:setOn(visible)
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end
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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)
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setSkillValue('experience', getNumberString(value))
end
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function Skills.onLevelChange(localPlayer, value, percent)
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setSkillValue('level', getNumberString(value))
setSkillPercent('level', percent, 'You have ' .. (100 - percent) .. ' percent to go')
end
function Skills.onHealthChange(localPlayer, health, maxHealth)
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setSkillValue('health', getNumberString(health))
end
function Skills.onManaChange(localPlayer, mana, maxMana)
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setSkillValue('mana', getNumberString(mana))
end
function Skills.onSoulChange(localPlayer, soul)
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setSkillValue('soul', soul)
end
function Skills.onFreeCapacityChange(localPlayer, freeCapacity)
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setSkillValue('capacity', freeCapacity)
end
function Skills.onStaminaChange(localPlayer, stamina)
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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
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setSkillValue('stamina', hours .. ":" .. minutes)
setSkillPercent('stamina', percent, 'You have ' .. percent .. ' percent')
end
function Skills.onMagicLevelChange(localPlayer, value, percent)
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setSkillValue('magiclevel', value)
setSkillPercent('magiclevel', percent, 'You have ' .. (100 - percent) .. ' percent to go')
end
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function Skills.onSkillChange(localPlayer, id, level, percent)
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setSkillValue('skillId' .. id, level)
setSkillPercent('skillId' .. id, percent, 'You have ' .. (100 - percent) .. ' percent to go')
end
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connect(g_game, { onGameStart = Skills.create,
onGameEnd = Skills.destroy })
connect(LocalPlayer, {
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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 })