khanat-opennel-code/code/ryzom/client/data/gamedev/interfaces_v3/out_v2_appear.lua
2010-05-06 02:08:41 +02:00

176 lines
5.9 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
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-- 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.mod(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