minor fixes
* change chase mode while walking and attacking * avoid lua errors in frame counter when starting
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48d243a11d
commit
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@ -81,5 +81,8 @@ TopPanel
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margin-right: 5
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@onSetup: |
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cycleEvent(function()
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rootWidget:recursiveGetChildById('frameCounter'):setText('FPS: ' .. g_app.getBackgroundPaneFps())
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local frameCounter = rootWidget:recursiveGetChildById('frameCounter')
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if frameCounter then
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frameCounter:setText('FPS: ' .. g_app.getBackgroundPaneFps())
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end
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end, 250)
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@ -11,7 +11,7 @@ local safeFightButton
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local fightModeRadioGroup
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-- private functions
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local function onFightModeChange(self, selectedFightButton)
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local function onSetFightMode(self, selectedFightButton)
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if selectedFightButton == nil then return end
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local buttonId = selectedFightButton:getId()
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local fightMode
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@ -22,28 +22,21 @@ local function onFightModeChange(self, selectedFightButton)
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else
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fightMode = FightDefensive
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end
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if g_game.getFightMode() ~= fightMode then
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g_game.setFightMode(fightMode)
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end
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g_game.setFightMode(fightMode)
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end
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local function onChaseModeChange(self, checked)
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local function onSetChaseMode(self, checked)
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local chaseMode
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if checked then
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chaseMode = ChaseOpponent
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else
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chaseMode = DontChase
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end
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if g_game.getChaseMode() ~= chaseMode then
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g_game.setChaseMode(chaseMode)
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end
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g_game.setChaseMode(chaseMode)
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end
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local function onSafeFightChange(self, checked)
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local safeFight = not checked
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if g_game.isSafeFight() ~= safeFight then
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g_game.setSafeFight(not checked)
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end
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local function onSetSafeFight(self, checked)
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g_game.setSafeFight(not checked)
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end
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-- public functions
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@ -63,11 +56,16 @@ function CombatControls.init()
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fightModeRadioGroup:addWidget(fightBalancedBox)
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fightModeRadioGroup:addWidget(fightDefensiveBox)
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connect(fightModeRadioGroup, { onSelectionChange = onFightModeChange })
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connect(chaseModeButton, { onCheckChange = onChaseModeChange })
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connect(safeFightButton, { onCheckChange = onSafeFightChange })
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connect(g_game, { onGameStart = CombatControls.online })
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connect(g_game, { onGameEnd = CombatControls.offline })
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connect(fightModeRadioGroup, { onSelectionChange = onSetFightMode })
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connect(chaseModeButton, { onCheckChange = onSetChaseMode })
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connect(safeFightButton, { onCheckChange = onSetSafeFight })
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connect(g_game, {
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onGameStart = CombatControls.online,
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onGameEnd = CombatControls.offline,
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onFightModeChange = CombatControls.update,
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onChaseModeChange = CombatControls.update,
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onSafeFightChange = CombatControls.update
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})
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if g_game.isOnline() then
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CombatControls.online()
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@ -94,15 +92,18 @@ function CombatControls.terminate()
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combatControlsWindow:destroy()
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combatControlsWindow = nil
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disconnect(g_game, { onGameStart = CombatControls.online })
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disconnect(g_game, { onGameEnd = CombatControls.offline })
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disconnect(g_game, {
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onGameStart = CombatControls.online,
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onGameEnd = CombatControls.offline,
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onFightModeChange = CombatControls.update,
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onChaseModeChange = CombatControls.update,
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onSafeFightChange = CombatControls.update
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})
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CombatControls = nil
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end
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function CombatControls.online()
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combatControlsWindow:setVisible(combatControlsButton:isOn())
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function CombatControls.update()
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local fightMode = g_game.getFightMode()
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if fightMode == FightOffensive then
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fightModeRadioGroup:selectWidget(fightOffensiveBox)
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@ -119,6 +120,11 @@ function CombatControls.online()
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safeFightButton:setChecked(not safeFight)
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end
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function CombatControls.online()
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combatControlsWindow:setVisible(combatControlsButton:isOn())
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CombatControls.update()
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end
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function CombatControls.offline()
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end
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@ -487,6 +487,9 @@ void Game::forceWalk(Otc::Direction direction)
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if(!canPerformGameAction())
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return;
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// always cancel chasing attacks
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setChaseMode(Otc::DontChase);
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switch(direction) {
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case Otc::North:
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m_protocolGame->sendWalkNorth();
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@ -879,24 +882,33 @@ void Game::setChaseMode(Otc::ChaseModes chaseMode)
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{
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if(!canPerformGameAction())
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return;
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if(m_chaseMode == chaseMode)
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return;
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m_chaseMode = chaseMode;
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m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight);
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g_lua.callGlobalField("g_game", "onChaseModeChange", chaseMode);
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}
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void Game::setFightMode(Otc::FightModes fightMode)
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{
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if(!canPerformGameAction())
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return;
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if(m_fightMode == fightMode)
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return;
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m_fightMode = fightMode;
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m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight);
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g_lua.callGlobalField("g_game", "onFightModeChange", fightMode);
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}
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void Game::setSafeFight(bool on)
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{
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if(!canPerformGameAction())
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return;
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if(m_safeFight == on)
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return;
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m_safeFight = on;
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m_protocolGame->sendChangeFightModes(m_fightMode, m_chaseMode, m_safeFight);
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g_lua.callGlobalField("g_game", "onSafeFightChange", on);
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}
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void Game::inspectNpcTrade(const ItemPtr& item)
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