CombatControls = {} -- private variables local combatControlsButton local combatControlsWindow local fightOffensiveBox local fightBalancedBox local fightDefensiveBox local chaseModeButton local safeFightButton local fightModeRadioGroup -- private functions local function onFightModeChange(self, selectedFightButton) if selectedFightButton == nil then return end local buttonId = selectedFightButton:getId() local fightMode if buttonId == 'fightOffensiveBox' then fightMode = FightOffensive elseif buttonId == 'fightBalancedBox' then fightMode = FightBalanced else fightMode = FightDefensive end if g_game.getFightMode ~= fightMode then g_game.setFightMode(fightMode) end end local function onChaseModeChange(self, checked) local chaseMode if checked then chaseMode = ChaseOpponent else chaseMode = DontChase end if g_game.getChaseMode() ~= chaseMode then g_game.setChaseMode(chaseMode) end end local function onSafeFightChange(self, checked) local safeFight = not checked if g_game.isSafeFight() ~= safeFight then g_game.setSafeFight(not checked) end end -- public functions function CombatControls.init() combatControlsButton = TopMenu.addGameToggleButton('combatControlsButton', 'Combat Controls', 'combatcontrols.png', CombatControls.toggle) combatControlsButton:setOn(true) combatControlsWindow = loadUI('combatcontrols.otui', GameInterface.getRightPanel()) fightOffensiveBox = combatControlsWindow:recursiveGetChildById('fightOffensiveBox') fightBalancedBox = combatControlsWindow:recursiveGetChildById('fightBalancedBox') fightDefensiveBox = combatControlsWindow:recursiveGetChildById('fightDefensiveBox') chaseModeButton = combatControlsWindow:recursiveGetChildById('chaseModeBox') safeFightButton = combatControlsWindow:recursiveGetChildById('safeFightBox') fightModeRadioGroup = RadioGroup.create() fightModeRadioGroup:addWidget(fightOffensiveBox) fightModeRadioGroup:addWidget(fightBalancedBox) fightModeRadioGroup:addWidget(fightDefensiveBox) connect(fightModeRadioGroup, { onSelectionChange = onFightModeChange }) connect(chaseModeButton, { onCheckChange = onChaseModeChange }) connect(safeFightButton, { onCheckChange = onSafeFightChange }) connect(g_game, { onGameStart = CombatControls.online }) connect(g_game, { onGameEnd = CombatControls.offline }) if g_game.isOnline() then CombatControls.online() end end function CombatControls.terminate() if g_game.isOnline() then CombatControls.offline() end fightModeRadioGroup:destroy() fightModeRadioGroup = nil fightOffensiveBox = nil fightBalancedBox = nil fightDefensiveBox = nil chaseModeButton = nil safeFightButton = nil combatControlsButton:destroy() combatControlsButton = nil combatControlsWindow:destroy() combatControlsWindow = nil disconnect(g_game, { onGameStart = CombatControls.online }) disconnect(g_game, { onGameEnd = CombatControls.offline }) CombatControls = nil end function CombatControls.online() combatControlsWindow:setVisible(combatControlsButton:isOn()) local fightMode = g_game.getFightMode() if fightMode == FightOffensive then fightModeRadioGroup:selectWidget(fightOffensiveBox) elseif fightMode == FightBalanced then fightModeRadioGroup:selectWidget(fightBalancedBox) else fightModeRadioGroup:selectWidget(fightDefensiveBox) end local chaseMode = g_game.getChaseMode() chaseModeButton:setChecked(chaseMode == ChaseOpponent) local safeFight = g_game.isSafeFight() safeFightButton:setChecked(not safeFight) end function CombatControls.offline() end function CombatControls.toggle() local visible = not combatControlsWindow:isExplicitlyVisible() combatControlsWindow:setVisible(visible) combatControlsButton:setOn(visible) end