skill bar improvements
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e6d1252b34
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67df3a0723
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@ -38,7 +38,7 @@ function HealthBar.destroy()
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end
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-- hooked events
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function Game.onHealthChange(health, maxHealth)
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function HealthBar.onHealthChange(health, maxHealth)
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local label = healthManaPanel:getChildById('healthLabel')
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label:setText(health .. ' / ' .. maxHealth)
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@ -46,7 +46,7 @@ function Game.onHealthChange(health, maxHealth)
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healthBar:setPercent(health / maxHealth * 100)
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end
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function Game.onManaChange(mana, maxMana)
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function HealthBar.onManaChange(mana, maxMana)
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local label = healthManaPanel:getChildById('manaLabel')
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label:setText(mana .. ' / ' .. maxMana)
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@ -62,4 +62,6 @@ function Game.onManaChange(mana, maxMana)
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end
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connect(Game, { onLogin = HealthBar.create,
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onLogout = HealthBar.destroy })
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onLogout = HealthBar.destroy,
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onHealthChange = HealthBar.onHealthChange,
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onManaChange = HealthBar.onManaChange })
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@ -2,48 +2,46 @@ Skills = {}
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-- private variables
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local skillWindow = nil
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local skills = {"Fist Fighting", "Club Fighting", "Sword Fighting", "Axe Fighting", "Distance Fighting", "Shielding", "Fishing"}
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-- private functions
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local function getNumberString(number)
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local out = ''
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number = tostring(number):reverse()
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for i=1,#number do
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out = out .. number:sub(i, i)
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if i % 3 == 0 and i ~= #number then
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out = out .. ','
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end
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end
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out = out:reverse()
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return out
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end
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local function setSkillValue(id, value)
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local skill = skillWindow:recursiveGetChildById(id)
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if skill then
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local widget = skill:getChildById('value')
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widget:setText(value)
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end
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end
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local function setSkillPercent(id, percent, tooltip)
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local skill = skillWindow:recursiveGetChildById(id)
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if skill then
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local widget = skill:getChildById('percent')
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widget:setPercent(percent)
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if tooltip then
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widget:setTooltip(tooltip)
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end
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end
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end
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-- public functions
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function Skills.create()
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skillWindow = UI.display('skills.otui', { parent = Game.gameRightPanel })
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local skillPanel = skillWindow:getChildById('skillPanel')
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-- create first widget cause of layout
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local widget = UIWidget.create()
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skillPanel:addChild(widget)
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widget:setStyle('SkillFirstWidget')
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-- create skills
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for i=1,#skills,1 do
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local skillButton = UIButton.create()
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skillPanel:addChild(skillButton)
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skillButton:setStyle('SkillButton')
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local nameLabel = UILabel.create()
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skillButton :addChild(nameLabel)
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nameLabel:setStyle('SkillNameLabel')
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nameLabel:setText(skills[i])
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nameLabel:resizeToText()
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local levelLabel = UILabel.create()
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skillButton:addChild(levelLabel)
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levelLabel:setStyle('SkillLevelLabel')
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levelLabel:setId('skillLevelId' .. i)
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levelLabel:setText('0')
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local percentBar = UIProgressBar.create()
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skillPanel:addChild(percentBar)
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percentBar:setStyle('SkillPercentPanel')
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percentBar:setId('skillPercentId' .. i)
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skillButton.onClick = function(self)
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percentBar:setVisible(not percentBar:isVisible())
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self:updateParentLayout()
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return true
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end
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end
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end
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function Skills.destroy()
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@ -52,16 +50,61 @@ function Skills.destroy()
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end
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-- hooked events
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function Game.onSkillUpdate(id, level, percent)
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local skillPanel = skillWindow:recursiveGetChildById('skillPanel')
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function Skills.onExperienceChange(value)
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setSkillValue('experience', getNumberString(value))
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end
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local levelLabel = skillPanel:recursiveGetChildById('skillLevelId' .. (id + 1))
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levelLabel:setText(level)
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function Skills.onLevelChange(value, percent)
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setSkillValue('level', getNumberString(value))
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setSkillPercent('level', percent, 'You have ' .. (100 - percent) .. ' percent to go')
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end
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local percentBar = skillPanel:getChildById('skillPercentId' .. (id + 1))
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percentBar:setPercent(percent)
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percentBar:setTooltip(percent .. "% to go")
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function Skills.onHealthChange(health, maxHealth)
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setSkillValue('health', getNumberString(health))
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end
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function Skills.onManaChange(mana, maxMana)
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setSkillValue('mana', getNumberString(mana))
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end
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function Skills.onSoulChange(soul)
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setSkillValue('soul', soul)
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end
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function Skills.onFreeCapacityChange(freeCapacity)
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setSkillValue('capacity', freeCapacity)
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end
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function Skills.onStaminaChange(stamina)
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local hours = math.floor(stamina / 60)
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local minutes = stamina % 60
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if minutes < 10 then
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minutes = '0' .. minutes
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end
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local percent = 100 * stamina / (42 * 60) -- max is 42 hours
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setSkillValue('stamina', hours .. ":" .. minutes)
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setSkillPercent('stamina', percent, 'You have ' .. percent .. ' percent')
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end
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function Skills.onMagicLevelChange(value, percent)
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setSkillValue('magiclevel', value)
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setSkillPercent('magiclevel', percent, 'You have ' .. (100 - percent) .. ' percent to go')
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end
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function Skills.onSkillChange(id, level, percent)
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setSkillValue('skillId' .. id, level)
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setSkillPercent('skillId' .. id, percent, 'You have ' .. (100 - percent) .. ' percent to go')
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end
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connect(Game, { onLogin = Skills.create,
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onLogout = Skills.destroy })
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onLogout = Skills.destroy,
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onExperienceChange = Skills.onExperienceChange,
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onLevelChange = Skills.onLevelChange,
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onHealthChange = Skills.onHealthChange,
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onManaChange = Skills.onManaChange,
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onSoulChange = Skills.onSoulChange,
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onFreeCapacityChange = Skills.onFreeCapacityChange,
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onStaminaChange = Skills.onStaminaChange,
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onMagicLevelChange = Skills.onMagicLevelChange,
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onSkillChange = Skills.onSkillChange })
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@ -1,33 +1,50 @@
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SkillFirstWidget < UIWidget
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SkillButton < UIButton
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height: 14
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margin-top: 4
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height: 21
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margin-top: 3
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margin-left: 10
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margin-right: 10
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@onClick: |
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function(self)
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local percentBar = self:getChildById('percent')
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if percentBar then
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percentBar:setVisible(not percentBar:isVisible())
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if percentBar:isVisible() then
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self:setHeight(21)
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else
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self:setHeight(21 - 6)
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end
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self:updateParentLayout()
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end
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end
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SkillNameLabel < Label
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font: verdana-11px-monochrome
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anchors.left: parent.left
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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SkillLevelLabel < Label
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SkillValueLabel < Label
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id: value
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font: verdana-11px-monochrome
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text-align: right
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width: 32
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text-align: topright
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width: 64
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anchors.right: parent.right
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anchors.top: parent.top
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anchors.bottom: parent.bottom
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SkillPercentPanel < UIProgressBar
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id: percent
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color: black
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background-color: green
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tooltip: test
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height: 5
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margin-top: 3
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margin-left: 10
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margin-right: 10
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margin-top: 15
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anchors.left: parent.left
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anchors.right: parent.right
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anchors.top: parent.top
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tooltip: 0
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MiniWindow
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id: skillWindow
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@ -42,3 +59,112 @@ MiniWindow
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margin-left: 3
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margin-right: 3
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layout: verticalBox
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SkillButton
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id: experience
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height: 15
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SkillNameLabel
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text: Experience
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SkillValueLabel
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SkillButton
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id: level
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SkillNameLabel
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text: Level
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SkillValueLabel
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SkillPercentPanel
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background-color: red
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SkillButton
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id: health
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height: 15
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SkillNameLabel
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text: Hit Points
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SkillValueLabel
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SkillButton
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id: mana
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height: 15
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SkillNameLabel
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text: Mana
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SkillValueLabel
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SkillButton
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id: soul
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height: 15
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SkillNameLabel
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text: Soul Points
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SkillValueLabel
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SkillButton
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id: capacity
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height: 15
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SkillNameLabel
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text: Capacity
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SkillValueLabel
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SkillButton
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id: stamina
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SkillNameLabel
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text: Stamina
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SkillValueLabel
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SkillPercentPanel
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SkillButton
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id: magiclevel
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SkillNameLabel
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text: Magic Level
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SkillValueLabel
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SkillPercentPanel
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background-color: red
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SkillButton
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id: skillId0
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SkillNameLabel
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text: Fist Fighting
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SkillValueLabel
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SkillPercentPanel
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SkillButton
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id: skillId1
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SkillNameLabel
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text: Club Fighting
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SkillValueLabel
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SkillPercentPanel
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SkillButton
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id: skillId2
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SkillNameLabel
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text: Sword Fighting
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SkillValueLabel
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SkillPercentPanel
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SkillButton
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id: skillId3
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SkillNameLabel
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text: Axe Fighting
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SkillValueLabel
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SkillPercentPanel
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SkillButton
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id: skillId4
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SkillNameLabel
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text: Distance Fighting
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SkillValueLabel
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SkillPercentPanel
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SkillButton
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id: skillId5
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SkillNameLabel
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text: Shielding
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SkillValueLabel
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SkillPercentPanel
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SkillButton
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id: skillId6
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SkillNameLabel
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text: Fishing
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SkillValueLabel
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SkillPercentPanel
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@ -660,38 +660,47 @@ void ProtocolGame::parsePlayerStats(InputMessage& msg)
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{
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m_localPlayer->setStatistic(Otc::Health, msg.getU16());
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m_localPlayer->setStatistic(Otc::MaxHealth, msg.getU16());
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onHealthChange", m_localPlayer->getStatistic(Otc::Health), m_localPlayer->getStatistic(Otc::MaxHealth));
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});
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m_localPlayer->setStatistic(Otc::FreeCapacity, msg.getU32() / 100.0);
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onFreeCapacityChange", m_localPlayer->getStatistic(Otc::FreeCapacity));
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});
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m_localPlayer->setStatistic(Otc::Experience, msg.getU32());
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onExperienceChange", m_localPlayer->getStatistic(Otc::Experience));
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});
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m_localPlayer->setStatistic(Otc::Level, msg.getU16());
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m_localPlayer->setStatistic(Otc::LevelPercent, msg.getU8());
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onLevelChange", m_localPlayer->getStatistic(Otc::Level), m_localPlayer->getStatistic(Otc::LevelPercent));
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});
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m_localPlayer->setStatistic(Otc::Mana, msg.getU16());
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m_localPlayer->setStatistic(Otc::MaxMana, msg.getU16());
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onManaChange", m_localPlayer->getStatistic(Otc::Mana), m_localPlayer->getStatistic(Otc::MaxMana));
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});
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m_localPlayer->setStatistic(Otc::MagicLevel, msg.getU8());
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m_localPlayer->setStatistic(Otc::MagicLevelPercent, msg.getU8());
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onMagicLevelChange", m_localPlayer->getStatistic(Otc::MagicLevel), m_localPlayer->getStatistic(Otc::MagicLevelPercent));
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});
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m_localPlayer->setStatistic(Otc::Soul, msg.getU8());
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onSoulChange", m_localPlayer->getStatistic(Otc::Soul));
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});
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m_localPlayer->setStatistic(Otc::Stamina, msg.getU16());
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onStaminaChange", m_localPlayer->getStatistic(Otc::Stamina));
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});
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}
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void ProtocolGame::parsePlayerSkills(InputMessage& msg)
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@ -704,7 +713,7 @@ void ProtocolGame::parsePlayerSkills(InputMessage& msg)
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}
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g_dispatcher.addEvent([=] {
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g_lua.callGlobalField("Game", "onSkillUpdate", skill, values[Otc::SkillLevel], values[Otc::SkillPercent]);
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g_lua.callGlobalField("Game", "onSkillChange", skill, values[Otc::SkillLevel], values[Otc::SkillPercent]);
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});
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}
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}
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