Fix 255 also another cooldown bug:
* If you use the cooldown during the ping delay time it wouldn't init the cooldown again.
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a0b2504f11
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@ -8,6 +8,5 @@ function UIButton.create()
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end
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end
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function UIButton:onMouseRelease(pos, button)
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function UIButton:onMouseRelease(pos, button)
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if self:isPressed() then return true end
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return self:isPressed()
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return false
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end
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end
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@ -78,8 +78,9 @@ function turnOffCooldown(progressRect)
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end
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end
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-- create particles
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-- create particles
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local particle = g_ui.createWidget('GroupCooldownParticles', progressRect)
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--[[local particle = g_ui.createWidget('GroupCooldownParticles', progressRect)
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particle:fill('parent')
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particle:fill('parent')
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scheduleEvent(function() particle:destroy() end, 1000) -- hack until onEffectEnd]]
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progressRect = nil
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progressRect = nil
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end
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end
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@ -109,9 +110,6 @@ function onSpellCooldown(iconId, duration)
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local spell, profile, spellName = Spells.getSpellByIcon(iconId)
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local spell, profile, spellName = Spells.getSpellByIcon(iconId)
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if not spellName then return end
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if not spellName then return end
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--local ping = g_game.getPing()
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--if ping > 0 then duration = duration + ping end
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clientIconId = Spells.getClientId(spellName)
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clientIconId = Spells.getClientId(spellName)
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if not clientIconId then return end
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if not clientIconId then return end
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@ -119,30 +117,33 @@ function onSpellCooldown(iconId, duration)
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if not icon then
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if not icon then
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icon = g_ui.createWidget('SpellIcon', spellCooldownPanel)
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icon = g_ui.createWidget('SpellIcon', spellCooldownPanel)
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icon:setId(spellName)
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icon:setId(spellName)
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icon:setImageSource('/images/game/spells/' .. SpelllistSettings[profile].iconFile)
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end
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icon:setImageClip(Spells.getImageClip(clientIconId, profile))
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icon:setImageSource('/images/game/spells/' .. SpelllistSettings[profile].iconFile)
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icon:setImageClip(Spells.getImageClip(clientIconId, profile))
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local progressRect = g_ui.createWidget('SpellProgressRect', icon)
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local progressRect = icon:getChildById(spellName)
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if not progressRect then
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progressRect = g_ui.createWidget('SpellProgressRect', icon)
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progressRect:setId(spellName)
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progressRect.icon = icon
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progressRect.icon = icon
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progressRect:fill('parent')
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progressRect:fill('parent')
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progressRect:setTooltip(spellName)
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else
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progressRect:setPercent(0)
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local updateFunc = function()
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updateCooldown(progressRect, duration/25)
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end
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local finishFunc = function()
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removeCooldown(progressRect)
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end
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initCooldown(progressRect, updateFunc, finishFunc)
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end
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end
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progressRect:setTooltip(spellName)
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local updateFunc = function()
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updateCooldown(progressRect, duration/20)
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end
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local finishFunc = function()
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removeCooldown(progressRect)
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end
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initCooldown(progressRect, updateFunc, finishFunc)
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end
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end
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function onSpellGroupCooldown(groupId, duration)
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function onSpellGroupCooldown(groupId, duration)
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if not SpellGroups[groupId] then return end
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if not SpellGroups[groupId] then return end
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--local ping = g_game.getPing()
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--if ping > 0 then duration = duration + ping end
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local icon = contentsPanel:getChildById('groupIcon' .. SpellGroups[groupId])
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local icon = contentsPanel:getChildById('groupIcon' .. SpellGroups[groupId])
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local progressRect = contentsPanel:getChildById('progressRect' .. SpellGroups[groupId])
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local progressRect = contentsPanel:getChildById('progressRect' .. SpellGroups[groupId])
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if icon then
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if icon then
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@ -154,7 +155,7 @@ function onSpellGroupCooldown(groupId, duration)
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if progressRect then
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if progressRect then
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removeEvent(progressRect.event)
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removeEvent(progressRect.event)
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local updateFunc = function()
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local updateFunc = function()
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updateCooldown(progressRect, duration/25)
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updateCooldown(progressRect, duration/20)
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end
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end
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local finishFunc = function()
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local finishFunc = function()
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turnOffCooldown(progressRect)
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turnOffCooldown(progressRect)
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@ -134,7 +134,7 @@ function onGameStart()
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-- open tibia has delay in auto walking
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-- open tibia has delay in auto walking
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if not g_game.isOfficialTibia() then
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if not g_game.isOfficialTibia() then
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g_game.enableFeature(GameForceFirstAutoWalkStep)
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g_game.enableFeature(GameForceFirstAutoWalkStep)
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else
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else
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g_game.disableFeature(GameForceFirstAutoWalkStep)
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g_game.disableFeature(GameForceFirstAutoWalkStep)
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end
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end
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end
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end
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