mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-23 09:28:45 +00:00
634 lines
17 KiB
Lua
634 lines
17 KiB
Lua
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-- In this file we define functions that serves for interaction windows
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------------------------------------------------------------------------------------------------------------
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-- create the game namespace without reseting if already created in an other file.
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if (game==nil) then
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game= {};
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end
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------------------------------------------------------------------------------------------------------------
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-- called when server send an invitaion we receive a text id containing the string to display (invitor name)
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function game:onTeamInvation(textID)
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local ui = getUI('ui:interface:join_team_proposal');
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ui.content.inside.invitor_name.textid = textID;
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ui.active = true;
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setTopWindow(ui);
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ui:center();
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ui:blink(2);
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:teamInvitationAccept()
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local ui = getUI('ui:interface:join_team_proposal');
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ui.active = false;
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sendMsgToServer('TEAM:JOIN');
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:teamInvitationRefuse()
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local ui = getUI('ui:interface:join_team_proposal');
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ui.active = false;
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sendMsgToServer('TEAM:JOIN_PROPOSAL_DECLINE');
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:switchChatTab(dbEntry)
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local db= 'UI:SAVE:ISENABLED:' .. dbEntry;
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local val= getDbProp(db);
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-- switch value
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if(val==0) then
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setDbProp(db, 1);
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else
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setDbProp(db, 0);
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end
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:updateEmoteMenu(prop, tooltip, tooltip_pushed, name, param)
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for i=0,9 do
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-- Get key shortcut
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local text = i18n.get('uiTalkMemMsg0' .. i);
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local key = runExpr( "getKey('talk_message','0" .. i .. "',1)" );
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if (key ~= nil and key ~= '') then
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key = ' @{T25}@{2F2F}(' .. key .. ')';
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text = concatUCString(text, key);
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end
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-- if we don't do the full getUI, it doesn't work (don't understand why)
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local uiQC= getUI("ui:interface:user_chat_emote_menu:quick_chat:" .. "qc" .. i);
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uiQC.uc_hardtext_format= text;
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end
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end
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------------------------------------------------------------------------------------------------------------
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--
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if (ui_free_chat_h == nil) then
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ui_free_chat_h = {}
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end
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if (ui_free_chat_w == nil) then
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ui_free_chat_w = {}
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:closeTellHeader(uiID)
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local ui = getUI('ui:interface:' .. uiID);
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-- save size
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ui_free_chat_h[uiID] = ui.h;
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ui_free_chat_w[uiID] = ui.w;
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-- reduce window size
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ui.pop_min_h = 32;
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ui.h = 0;
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ui.w = 216;
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:openTellHeader(uiID)
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local ui = getUI('ui:interface:' .. uiID);
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ui.pop_min_h = 96;
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-- set size from saved values
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if (ui_free_chat_h[uiID] ~= nil) then
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ui.h = ui_free_chat_h[uiID];
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end
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if (ui_free_chat_w[uiID] ~= nil) then
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ui.w = ui_free_chat_w[uiID];
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end
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-- set Header Color to normal values (when a tell is closed and the telled player say someone, header change to "UI:SAVE:WIN:COLORS:INFOS")
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ui:setHeaderColor('UI:SAVE:WIN:COLORS:COM');
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end
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--/////////////////////////
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--// TARGET WINDOW SETUP //
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--/////////////////////////
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-- local functions for tests
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local function levelToForceRegion(level)
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if level < 20 then
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return 1
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elseif level >= 250 then
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return 6
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else
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return math.floor(level / 50) + 2
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end
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end
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local function levelToLevelForce(level)
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return math.floor(math.fmod(level, 50) * 5 / 50) + 1
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end
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-- tmp var for tests in local mode
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local twPlayerLevel = 10
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local twTargetLevel = 19
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local twTargetForceRegion = levelToForceRegion(twTargetLevel)
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local twTargetLevelForce = levelToLevelForce(twTargetLevel)
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local twTargetPlayer = false
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local twPlayerInPVPMode = false
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local twTargetInPVPMode = false
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-----------------------------------
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local function twGetPlayerLevel()
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if config.Local == 1 then
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return twPlayerLevel
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else
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return getPlayerLevel()
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end
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end
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-----------------------------------
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local function twGetTargetLevel()
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if config.Local == 1 then
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return twTargetLevel
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else
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return getTargetLevel()
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end
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end
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-----------------------------------
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local function twGetTargetForceRegion()
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if config.Local == 1 then
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return twTargetForceRegion
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else
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return getTargetForceRegion()
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end
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end
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-----------------------------------
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local function twGetTargetLevelForce()
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if config.Local == 1 then
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return twTargetLevelForce
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else
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return getTargetLevelForce()
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end
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end
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-----------------------------------
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local function twIsTargetPlayer()
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if config.Local == 1 then
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return twTargetPlayer
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else
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return isTargetPlayer()
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end
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end
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-----------------------------------
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local function twIsPlayerInPVPMode()
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if config.Local == 1 then
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return twPlayerInPVPMode
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else
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return isPlayerInPVPMode()
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end
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end
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-----------------------------------
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local function twIsTargetInPVPMode()
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if config.Local == 1 then
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return twTargetInPVPMode
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else
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return isTargetInPVPMode()
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end
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end
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----------------------
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-- MISC local tests function
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-- no selection
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function twTest0()
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twTargetLevel = -1
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twTargetPlayer = false
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible
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function twTest1()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible (limit)
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function twTest2()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 20
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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-- selection, impossible
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function twTest3()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 21
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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------ NAMED
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------
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-- selection, not impossible, named
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function twTest4()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 6
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible (limit), named
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function twTest5()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 20
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 6
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game:updateTargetConsiderUI()
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end
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-- selection, impossible, named
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function twTest6()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 21
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 6
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game:updateTargetConsiderUI()
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end
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------ BOSS
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------
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-- selection, not impossible, boss
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function twTest7()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 7
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible (limit), boss
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function twTest8()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 20
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 7
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game:updateTargetConsiderUI()
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end
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-- selection, impossible, boss
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function twTest9()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 21
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 7
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game:updateTargetConsiderUI()
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end
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------ MINI-BOSS
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------
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-- selection, not impossible, boss
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function twTest10()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 8
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game:updateTargetConsiderUI()
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end
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-- selection, not impossible (limit), boss
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function twTest11()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 20
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 8
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game:updateTargetConsiderUI()
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end
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-- selection, impossible, boss
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function twTest12()
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twTargetPlayer = false
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twPlayerLevel = 10
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twTargetLevel = 21
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = 8
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game:updateTargetConsiderUI()
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end
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------ PLAYER SELECTION
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------ 2 players, no pvp
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function twTest13()
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twTargetPlayer = true
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twPlayerInPVPMode = false
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twTargetInPVPMode = false
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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function twTest14()
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twTargetPlayer = true
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twPlayerInPVPMode = true
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twTargetInPVPMode = true
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twPlayerLevel = 10
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twTargetLevel = 15
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twTargetForceRegion = levelToForceRegion(twTargetLevel)
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twTargetLevelForce = levelToLevelForce(twTargetLevel)
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game:updateTargetConsiderUI()
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end
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------ 2 players, pvp
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-- groups
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function twGroup(groupSize)
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for gm = 0, 7 do
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if gm < groupSize then
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setDbProp("SERVER:GROUP:" .. tostring(gm) .. ":PRESENT", 1)
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else
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setDbProp("SERVER:GROUP:" .. tostring(gm) .. ":PRESENT", 0)
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end
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end
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:closeWebIGBrowserHeader()
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local ui = getUI('ui:interface:webig');
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-- save size
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ui_webig_browser_h = ui.h;
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ui_webig_browser_w = ui.w;
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-- reduce window size
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ui.pop_min_h = 32;
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ui.h = 0;
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ui.w = 150;
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end
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------------------------------------------------------------------------------------------------------------
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--
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function game:openWebIGBrowserHeader()
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local ui = getUI('ui:interface:webig');
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ui.pop_min_h = 96;
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-- set size from saved values
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if (ui_webig_browser_h ~= nil) then
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ui.h = ui_webig_browser_h;
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end
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if (ui_webig_browser_w ~= nil) then
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ui.w = ui_webig_browser_w;
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end
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end
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------------------------------------------------------------------------------------------------------------
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--
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------------------------------------------------------------------------------------------------------------
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--#############################
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--###### Syphox's modlib ######
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--#############################
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if (package_path_native == nil) then
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package_path_native = package.path;
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package.path = package.path .. ';./user/syui/?.lua';
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end
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function isModuleAvailable(name)
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if(package.loaded[name])then
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return true
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else
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for _, searcher in ipairs(package.searchers or package.loaders) do
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local loader = searcher(name)
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if(type(loader) == 'function')then
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package.preload[name] = loader
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return true
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end
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end
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return false
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end
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end
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if(isModuleAvailable("syui"))then
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sy_ui = require("syui")
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end
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function game:showTargetPercent()
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if(not sy_ui.exist())then return end
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sy_ui.UpdateJauge()
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sy_ui.showTargetPercent()
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end
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function game:newConsider()
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if(not sy_ui.exist())then return end
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sy_ui.newConsider()
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end
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function game:updateFPS()
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if(not sy_ui.exist())then return end
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sy_ui.updateFPS()
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end
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function game:sysinfo(txt, mtd)
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if(not sy_ui.exist())then return end
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sy_ui.sysinfo(txt, mtd)
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end
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function game:updateMemberCount()
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if(not sy_ui.exist())then return end
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sy_ui.updateMemberCount()
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end
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function game:updateGLinvB()
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if(not sy_ui.exist())then return end
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sy_ui.updateGLinvB()
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end
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function game:teamInviteFromGuild(uiID)
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if(not sy_ui.exist())then return end
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sy_ui.teamInviteFromGuild(uiID)
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end
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function game:invToGuild(ply)
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if(not sy_ui.exist())then return end
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sy_ui.invToGuild(ply)
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end
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function game:updateFLinvB(uiID)
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if(not sy_ui.exist())then return end
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sy_ui.updateFLinvB(uiID)
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end
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function game:teamInvite(uiID)
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if(not sy_ui.exist())then return end
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sy_ui.teamInvite(uiID)
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end
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--#############################
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--######## modlib end #########
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--#############################
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------------------------------------------------------------------------------------------------------------
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||
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-- This function is called when a new target is selected, it should update the 'consider' widget
|
||
|
-- Level of the creature
|
||
|
-- Is its level known (not too high ...)
|
||
|
-- Boss/Mini-bosses/Names colored ring
|
||
|
function game:updateTargetConsiderUI()
|
||
|
--debugInfo("Updating consider widget")
|
||
|
|
||
|
|
||
|
local targetWindow = getUI("ui:interface:target")
|
||
|
--
|
||
|
local wgTargetSlotForce = targetWindow:find("slot_force")
|
||
|
local wgTargetLevel = targetWindow:find("target_level")
|
||
|
local wgImpossible = targetWindow:find("impossible")
|
||
|
local wgSlotRing = targetWindow:find("slot_ring")
|
||
|
local wgToolTip = targetWindow:find("target_tooltip")
|
||
|
local wgPvPTag = targetWindow:find("pvp_tags")
|
||
|
local wgHeader = targetWindow:find("header_opened")
|
||
|
|
||
|
wgTargetSlotForce.active = true
|
||
|
wgImpossible.active = true
|
||
|
|
||
|
-- no selection ?
|
||
|
if twGetTargetLevel() == -1 then
|
||
|
wgTargetSlotForce.active = false
|
||
|
wgTargetLevel.active = false
|
||
|
wgImpossible.active = false
|
||
|
wgSlotRing.active = false
|
||
|
if (isTargetUser() and twIsPlayerInPVPMode()) then
|
||
|
wgToolTip.tooltip = ""
|
||
|
wgPvPTag.active = true
|
||
|
wgHeader.h = 56;
|
||
|
else
|
||
|
wgPvPTag.active = false
|
||
|
wgHeader.h = 34;
|
||
|
wgToolTip.tooltip = i18n.get("uittConsiderTargetNoSelection")
|
||
|
end
|
||
|
return
|
||
|
end
|
||
|
|
||
|
local pvpMode = false
|
||
|
wgPvPTag.active = false
|
||
|
wgHeader.h = 34;
|
||
|
|
||
|
-- if the selection is a player, then both the local & targeted player must be in PVP mode for the level to be displayed
|
||
|
if (twIsTargetPlayer()) then
|
||
|
-- don't display anything ...
|
||
|
wgTargetSlotForce.active = false
|
||
|
wgTargetLevel.active = false
|
||
|
wgImpossible.active = false
|
||
|
wgSlotRing.active = false
|
||
|
wgToolTip.tooltip = ""
|
||
|
if twIsTargetInPVPMode() then
|
||
|
debugInfo("target in pvp")
|
||
|
wgPvPTag.active = true
|
||
|
wgHeader.h = 34; -- 56
|
||
|
end
|
||
|
return
|
||
|
end
|
||
|
|
||
|
-- load default code if syphox.lua is not available
|
||
|
if(not sy_ui.exist())then
|
||
|
-- depending on the number of people in the group, set the max diff for visibility between player level
|
||
|
-- & creature level (x 10 per member)
|
||
|
local maxDiffLevel = 10
|
||
|
if not pvpMode then
|
||
|
-- exception there : when "pvping", don't relate the levelof the target to the level of the group, but to thelocal
|
||
|
-- player only
|
||
|
for gm = 0, 7 do
|
||
|
if getDbProp("SERVER:GROUP:" .. tostring(gm) .. ":PRESENT") ~= 0 then
|
||
|
maxDiffLevel = maxDiffLevel + 10
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
debugInfo("Max diff level= " .. tostring(maxDiffLevel))
|
||
|
|
||
|
local impossible = (twGetTargetLevel() - twGetPlayerLevel() > maxDiffLevel)
|
||
|
|
||
|
wgSlotRing.active = false
|
||
|
|
||
|
if impossible then
|
||
|
-- targeted object is too hard too beat, display a skull
|
||
|
wgTargetLevel.active = false
|
||
|
wgTargetLevelText.active = wgTargetLevel.active
|
||
|
wgTargetLevelText.hardtext = ""
|
||
|
wgImpossible.y = -5
|
||
|
wgImpossible.color = "255 50 50 255"
|
||
|
else
|
||
|
-- player can see the level of the targeted creature
|
||
|
wgTargetLevel.active = true
|
||
|
wgTargetLevelText.active = wgTargetLevel.active
|
||
|
wgImpossible.y = 6
|
||
|
wgTargetLevel.hardtext = tostring(twGetTargetLevel())
|
||
|
wgImpossible.color = "255 255 255 255"
|
||
|
wgTargetLevel.color = getDefine("region_force_" .. tostring(levelToForceRegion(twGetTargetLevel())))
|
||
|
wgTargetLevelText.color = wgTargetLevel.color
|
||
|
wgTargetLevelText.hardtext = "LVL"
|
||
|
end
|
||
|
|
||
|
-- based on the 'level force', set a colored ring around the level
|
||
|
local levelForce = twGetTargetLevelForce()
|
||
|
wgTargetSlotForce.color = getDefine("region_force_" .. tostring(levelToForceRegion(twGetTargetLevel())))
|
||
|
|
||
|
wgImpossible.texture = getDefine("force_level_" .. tostring(levelForce))
|
||
|
wgImpossible.active = true
|
||
|
if levelForce < 6 then
|
||
|
wgToolTip.tooltip = i18n.get("uittConsiderTargetLevel")
|
||
|
elseif levelForce == 6 then
|
||
|
-- Named creature
|
||
|
wgImpossible.color = "117 132 126 255"
|
||
|
wgSlotRing.color = "117 132 126 255"
|
||
|
wgTargetSlotForce.color = "117 132 126 255"
|
||
|
wgSlotRing.texture = "consider_ring.tga"
|
||
|
wgToolTip.tooltip = i18n.get("uittConsiderNamedOrMiniBoss")
|
||
|
elseif levelForce == 7 then
|
||
|
-- Boss
|
||
|
wgImpossible.color = "156 98 65 255"
|
||
|
wgSlotRing.color = "156 98 65 255"
|
||
|
wgTargetSlotForce.color = "156 98 65 255"
|
||
|
wgSlotRing.texture = "consider_ring.tga"
|
||
|
wgToolTip.tooltip = i18n.get("uittConsiderNamedOrMiniBoss")
|
||
|
elseif levelForce == 8 then
|
||
|
-- Mini-Boss
|
||
|
wgImpossible.color = "213 212 9 255"
|
||
|
wgSlotRing.texture = "consider_ring.tga"
|
||
|
wgSlotRing.color = "213 212 9 255"
|
||
|
if isTargetNPC() then
|
||
|
wgTargetSlotForce.color = "255 255 255 255"
|
||
|
wgToolTip.tooltip = i18n.get("uittConsiderBossNpc")
|
||
|
else
|
||
|
wgTargetSlotForce.color = "213 212 9 255"
|
||
|
wgToolTip.tooltip = i18n.get("uittConsiderBoss")
|
||
|
end
|
||
|
end
|
||
|
|
||
|
if impossible then
|
||
|
wgToolTip.tooltip = concatUCString(wgToolTip.tooltip, ucstring("\n"), i18n.get("uittConsiderUnknownLevel"))
|
||
|
end
|
||
|
else
|
||
|
game:newConsider()
|
||
|
end
|
||
|
end
|