Some overall fixes:

* Fix to market constraints.
* Fixed bug with skill percent not rounding.
* Dereference textEdit variable properly.
* Fix to the outfit window regarding mounts.
* Added enableResize to UIMiniWindow.
* Some minor edits.
master
BeniS 12 years ago
parent 9eef114779
commit ecd1ec5c0d

@ -314,6 +314,10 @@ function UIMiniWindow:disableResize()
self:getChildById('bottomResizeBorder'):disable()
end
function UIMiniWindow:enableResize()
self:getChildById('bottomResizeBorder'):enable()
end
function UIMiniWindow:fitOnParent()
local parent = self:getParent()
if self:isVisible() and parent and parent:getClassName() == 'UIMiniWindowContainer' then

@ -22,7 +22,7 @@ end
function reloadContainers()
clean()
for containerid,container in pairs(g_game.getContainers()) do
for _,container in pairs(g_game.getContainers()) do
onContainerOpen(container)
end
end
@ -91,7 +91,7 @@ function onContainerOpen(container, previousContainer)
local layout = containerPanel:getLayout()
local cellSize = layout:getCellSize()
containerWindow:setContentMinimumHeight(cellSize.height*1)
containerWindow:setContentMinimumHeight(cellSize.height)
containerWindow:setContentMaximumHeight(cellSize.height*layout:getNumLines())
if not previousContainer then

@ -56,15 +56,13 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
self.cancelNextRelease = false
return true
end
local tile = self:getTile(mousePosition)
local localPlayerPos = g_game.getLocalPlayer():getPosition()
local autoWalkPos = self:getPosition(mousePosition)
-- happens when clicking outside of map boundaries
if not autoWalkPos then return false end
local localPlayerPos = g_game.getLocalPlayer():getPosition()
if autoWalkPos.z ~= localPlayerPos.z then
local dz = autoWalkPos.z - localPlayerPos.z
autoWalkPos.x = autoWalkPos.x + dz
@ -77,6 +75,7 @@ function UIGameMap:onMouseRelease(mousePosition, mouseButton)
local creatureThing
local multiUseThing
local tile = self:getTile(mousePosition)
if tile then
lookThing = tile:getTopLookThing()
useThing = tile:getTopUseThing()

@ -19,8 +19,6 @@
* Extend information features
- Hover over offers for purchase information (balance after transaction, etc)
- Display out of trend market offers based on their previous statistics (like cipsoft does)
* Make compatible with cipsoft 9.61 (has the protocol changed? creating offer not working)
]]
Market = {}
@ -1005,8 +1003,18 @@ function Market.createNewOffer()
local amount = amountEdit:getValue()
local anonymous = anonymous:isChecked() and 1 or 0
-- error check offer
-- error checking
local errorMsg = ''
if type == MarketAction.Buy then
if information.balance < ((piecePrice * amount) + fee) then
errorMsg = errorMsg..'Not enough balance to create this offer.\n'
end
elseif type == MarketAction.Sell then
if Market.depotContains(spriteId) < amount then
errorMsg = errorMsg..'Not enough items in your depot to create this offer.\n'
end
end
if piecePrice > piecePriceEdit.maximum then
errorMsg = errorMsg..'Price is too high.\n'
elseif piecePrice < piecePriceEdit.minimum then
@ -1017,9 +1025,10 @@ function Market.createNewOffer()
elseif amount < amountEdit.minimum then
errorMsg = errorMsg..'Amount is too low.\n'
end
local timeCheck = os.time() - lastCreatedOffer
if timeCheck < offerExhaust[type] then
local waitTime = math.ceil((offerExhaust[type] - timeCheck))
local waitTime = math.ceil(offerExhaust[type] - timeCheck)
errorMsg = errorMsg..'You must wait '.. waitTime ..' seconds before creating a new offer.\n'
end

@ -268,7 +268,7 @@ function onStaminaChange(localPlayer, stamina)
if minutes < 10 then
minutes = '0' .. minutes
end
local percent = 100 * stamina / (42 * 60) -- max is 42 hours
local percent = math.floor(100 * stamina / (42 * 60)) -- max is 42 hours
setSkillValue('stamina', hours .. ":" .. minutes)
setSkillPercent('stamina', percent, tr('You have %s percent', percent))
@ -293,13 +293,13 @@ function onRegenerationChange(localPlayer, regenerationTime)
if not g_game.getFeature(GamePlayerRegenerationTime) or regenerationTime < 0 then
return
end
local hours = math.floor(regenerationTime / 60)
local minutes = regenerationTime % 60
if minutes < 10 then
minutes = '0' .. minutes
local minutes = math.floor(regenerationTime / 60)
local seconds = regenerationTime % 60
if seconds < 10 then
seconds = '0' .. seconds
end
setSkillValue('regenerationTime', hours .. ":" .. minutes)
setSkillValue('regenerationTime', minutes .. ":" .. seconds)
checkAlert('regenerationTime', regenerationTime, false, 300)
end

@ -67,6 +67,7 @@ function onGameEditText(id, itemId, maxLength, text, writter, time)
if writeable then
g_game.editText(id, textEdit:getText())
end
textEdit = nil
destroy()
end

@ -521,7 +521,7 @@ void Creature::setOutfit(const Outfit& outfit)
m_outfit.setAuxId(outfit.getAuxId());
m_outfit.setCategory(outfit.getCategory());
} else {
if(!g_things.isValidDatId(outfit.getId(), ThingCategoryCreature))
if(outfit.getId() > 0 && !g_things.isValidDatId(outfit.getId(), ThingCategoryCreature))
return;
m_outfit = outfit;
}

@ -325,11 +325,15 @@ void Game::processOpenOutfitWindow(const Outfit& currentOufit, const std::vector
{
virtualMountCreature = CreaturePtr(new Creature);
virtualMountCreature->setDirection(Otc::South);
if(currentOufit.getMount() > 0) {
Outfit mountOutfit;
mountOutfit.setId(currentOufit.getMount());
virtualMountCreature->setOutfit(mountOutfit);
}
Outfit mountOutfit;
mountOutfit.setId(0);
int mount = currentOufit.getMount();
if(mount > 0)
mountOutfit.setId(mount);
virtualMountCreature->setOutfit(mountOutfit);
}
g_lua.callGlobalField("g_game", "onOpenOutfitWindow", virtualOutfitCreature, outfitList, virtualMountCreature, mountList);

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