227 lines
7.6 KiB
Lua
227 lines
7.6 KiB
Lua
-- In this file we define functions that serves outgame character creation
|
|
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- create the game namespace without reseting if already created in an other file.
|
|
if (outgame==nil) then
|
|
outgame= {};
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- Name generator.
|
|
|
|
|
|
function outgame:procGenerateName()
|
|
local uiNameFull = getUI("ui:outgame:appear_name:name_full");
|
|
local uiNameDef = getUI("ui:outgame:appear_name:name_def");
|
|
local uiGenText = getUI("ui:outgame:appear_name:eb");
|
|
local dbNameSyllabe = getDbProp("UI:TEMP:NAME_SYLLABE");
|
|
local dbNameRace = getDbProp("UI:TEMP:NAME_RACE");
|
|
local dbNameSyllabeMax = getDbProp("UI:TEMP:NAME_SYLLABE_MAX");
|
|
|
|
local nameResult = "";
|
|
local fullnameResult = "";
|
|
local defResult = "";
|
|
|
|
local nbRafsi = 0;
|
|
for _ in pairs(rafsi) do nbRafsi = nbRafsi + 1 end
|
|
|
|
|
|
index = math.random(nbRafsi);
|
|
nameResult = rafsi[index];
|
|
fullnameResult = gismu[index];
|
|
defResult = def[index];
|
|
|
|
imax = tonumber(dbNameSyllabe);
|
|
for i=2,imax,1 do
|
|
index = math.random(nbRafsi);
|
|
nameResult = nameResult .. rafsi[index];
|
|
fullnameResult = fullnameResult .. " " .. gismu[index];
|
|
defResult = defResult .. " | " .. def[index];
|
|
end
|
|
|
|
uiNameFull.hardtext = fullnameResult;
|
|
uiNameDef.hardtext = defResult;
|
|
|
|
nameResult = string.gsub(nameResult, "'", "");
|
|
nameResult = string.gsub(nameResult, " ", "");
|
|
nameResult = string.gsub(nameResult, "-", "");
|
|
nameResult = string.lower( nameResult );
|
|
nameResult = nameResult:gsub("^%l", string.upper);
|
|
uiGenText.input_string = nameResult;
|
|
|
|
end
|
|
-- Name syllabe slider update.
|
|
function outgame:procUpdateNameSyllabeLabel()
|
|
local uiNameSyllabeText_nb = getUI("ui:outgame:appear_name:name_syllabe_slider:name_syllabe_nb");
|
|
local uiNameSyllabe = getDbProp("UI:TEMP:NAME_SYLLABE");
|
|
uiNameSyllabeText_nb.hardtext = uiNameSyllabe;
|
|
-- uiNameSyllabeText.hardtext = uiNameSyllabe .. " " .. i18n.get("uiCP_Syllabe");
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- called to construct icons
|
|
function outgame:activePackElement(id, icon)
|
|
local uiDesc = getUI("ui:outgame:appear:job_options:options:desc");
|
|
uiDesc['ico' .. tostring(id)].active= true;
|
|
uiDesc['ico' .. tostring(id)].texture= icon;
|
|
uiDesc['ico' .. tostring(id) .. 'txt'].active= true;
|
|
end
|
|
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- called to construct pack text
|
|
function outgame:setPackJobText(id, spec)
|
|
-- Set Pack content
|
|
local uiPackText = getUI("ui:outgame:appear:job_options:options:desc:pack_" .. id);
|
|
uiPackText.hardtext= "uiCP_Job_" .. id .. tostring(spec);
|
|
|
|
-- Set specialization text
|
|
local uiResText = getUI("ui:outgame:appear:job_options:options:result:res");
|
|
if(spec==2) then
|
|
uiResText.hardtext= "uiCP_Res_" .. id;
|
|
end
|
|
end
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-- called to construct pack
|
|
function outgame:buildActionPack()
|
|
|
|
local uiDesc = getUI("ui:outgame:appear:job_options:options:desc");
|
|
if (uiDesc==nil) then
|
|
return;
|
|
end
|
|
|
|
-- Reset All
|
|
for i = 1,20 do
|
|
uiDesc['ico' .. tostring(i)].active= false;
|
|
uiDesc['ico' .. tostring(i) .. 'txt'].active= false;
|
|
end
|
|
|
|
-- Build Default Combat
|
|
self:activePackElement(1, 'f1.tga'); -- Dagger
|
|
self:activePackElement(2, 'f2.tga'); -- Accurate Attack
|
|
|
|
-- Build Default Magic
|
|
self:activePackElement(6, 'm2.tga'); -- Gloves
|
|
self:activePackElement(7, 'm1.tga'); -- Acid
|
|
|
|
-- Build Default Forage
|
|
self:activePackElement(11, 'g1.tga'); -- Forage Tool
|
|
self:activePackElement(12, 'g2.tga'); -- Basic Extract
|
|
|
|
-- Build Default Craft
|
|
self:activePackElement(16, 'c2.tga'); -- Craft Tool
|
|
self:activePackElement(17, 'c1.tga'); -- 50 raw mat
|
|
self:activePackElement(18, 'c3.tga'); -- Craft Root
|
|
self:activePackElement(19, 'c4.tga'); -- Boots Plan
|
|
|
|
-- Build Option
|
|
if (getDbProp('UI:TEMP:JOB_FIGHT') == 2) then
|
|
self:activePackElement(3, 'f3.tga'); -- Increase damage
|
|
elseif (getDbProp('UI:TEMP:JOB_MAGIC') == 2) then
|
|
self:activePackElement(8, 'm5.tga'); -- Fear
|
|
elseif (getDbProp('UI:TEMP:JOB_FORAGE') == 2) then
|
|
self:activePackElement(13, 'g3.tga'); -- Basic Prospection
|
|
elseif (getDbProp('UI:TEMP:JOB_CRAFT') == 2) then
|
|
self:activePackElement(20, 'c6.tga'); -- Gloves Plan
|
|
self:activePackElement(17, 'c5.tga'); -- Replace 17, with 100x RawMat
|
|
end
|
|
|
|
|
|
-- Reset Text
|
|
self:setPackJobText('F', 1);
|
|
self:setPackJobText('M', 1);
|
|
self:setPackJobText('G', 1);
|
|
self:setPackJobText('C', 1);
|
|
|
|
-- Set correct text for specalized version
|
|
if (getDbProp('UI:TEMP:JOB_FIGHT') == 2) then
|
|
self:setPackJobText('F', 2);
|
|
elseif (getDbProp('UI:TEMP:JOB_MAGIC') == 2) then
|
|
self:setPackJobText('M', 2);
|
|
elseif (getDbProp('UI:TEMP:JOB_FORAGE') == 2) then
|
|
self:setPackJobText('G', 2);
|
|
elseif (getDbProp('UI:TEMP:JOB_CRAFT') == 2) then
|
|
self:setPackJobText('C', 2);
|
|
end
|
|
|
|
end
|
|
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
-------------------
|
|
-- BG DOWNLOADER --
|
|
-------------------
|
|
|
|
--function outgame:getProgressGroup()
|
|
-- --debugInfo("*** 1 ***")
|
|
-- local grp = getUI("ui:outgame:charsel:bgd_progress")
|
|
-- --debugInfo(tostring(grp))
|
|
-- return grp
|
|
--end
|
|
--
|
|
--function outgame:setProgressText(ucstr, color, progress, ellipsis)
|
|
-- --debugInfo("*** 2 ***")
|
|
-- local text = self:getProgressGroup():find("text")
|
|
-- local ellipsisTxt = self:getProgressGroup():find("ellipsis")
|
|
-- text.color = color
|
|
-- text.uc_hardtext = ucstr
|
|
-- if ellipsis then
|
|
-- ellipsisTxt.hardtext = ellipsis
|
|
-- else
|
|
-- ellipsisTxt.hardtext = ""
|
|
-- end
|
|
-- ellipsisTxt.color = color
|
|
-- local progressCtrl = self:getProgressGroup():find("progress")
|
|
-- progressCtrl.range = 100
|
|
-- progressCtrl.value = progress * 100
|
|
-- progressCtrl.active = true
|
|
--end
|
|
--
|
|
--
|
|
--local progress progressSymbol = { ".", "..", "..." }
|
|
--
|
|
---- set patching progression (from 0 to 1)
|
|
--function outgame:setPatchProgress(progress)
|
|
-- --debugInfo("*** 3 ***")
|
|
-- local progressPercentText = string.format("%d%%", 100 * progress)
|
|
-- local progressPostfix = math.fmod(os.time(), 3)
|
|
-- --debugInfo("Patch in progress : " .. tostring(progress))
|
|
-- local progressDate = nltime.getLocalTime() / 500
|
|
-- local colValue = math.floor(230 + 24 * math.sin(progressDate))
|
|
-- local color = string.format("%d %d %d %d", colValue, colValue, colValue, 255)
|
|
-- self:setProgressText(concatUCString(i18n.get("uiBGD_Progress"), ucstring(progressPercentText)), color, progress, progressSymbol[progressPostfix + 1])
|
|
--end
|
|
--
|
|
--function outgame:setPatchSuccess()
|
|
-- --debugInfo("*** 4 ***")
|
|
-- --debugInfo("Patch up to date")
|
|
-- self:setProgressText(i18n.get("uiBGD_PatchUpToDate"), "0 255 0 255", 1)
|
|
--end
|
|
--
|
|
--
|
|
--function outgame:setPatchError()
|
|
-- --debugInfo("*** 5 ***")
|
|
-- --debugInfo("Patch error")
|
|
-- self:setProgressText(i18n.get("uiBGD_PatchError"), "255 0 0 255", 0)
|
|
--end
|
|
--
|
|
--function outgame:setNoPatch()
|
|
-- --self:getProgressGroup().active = false
|
|
--end
|
|
|
|
|
|
------------------------------------------------------------------------------------------------------------
|
|
----------------
|
|
--LAUNCH GAME --
|
|
----------------
|
|
function outgame:launchGame()
|
|
if not isPlayerSlotNewbieLand(getPlayerSelectedSlot()) then
|
|
if not isFullyPatched() then
|
|
messageBoxWithHelp(i18n.get("uiBGD_MainlandCharFullPatchNeeded"), "ui:outgame")
|
|
return
|
|
end
|
|
end
|
|
runAH(getUICaller(), "proc", "proc_charsel_play")
|
|
end
|