- 0
Erro script inventory in healthinfo
-
Quem Está Navegando 0 membros estão online
- Nenhum usuário registrado visualizando esta página.
-
Conteúdo Similar
-
- 1 resposta
- 928 visualizações
-
- 0 respostas
- 674 visualizações
-
- 1 resposta
- 881 visualizações
-
- 1 resposta
- 991 visualizações
-
- 0 respostas
- 1290 visualizações
-
Pergunta
Noninhouh 118
Eu tava querendo fazer o healthinfo igual a do pxg, e consegui, mas qd eu troco de character, se não tiver nenhum poke no slot, aparece o poke que tava no slot do outro character, deu pra intende?
script inventory in healthinfo .lua:
Icons = {}
Icons[1] = { tooltip = tr('You are poisoned'), path = '/images/game/states/poisoned', id = 'condition_poisoned' }
Icons[2] = { tooltip = tr('You are burning'), path = '/images/game/states/burning', id = 'condition_burning' }
Icons[4] = { tooltip = tr('You are electrified'), path = '/images/game/states/electrified', id = 'condition_electrified' }
Icons[8] = { tooltip = tr('You are drunk'), path = '/images/game/states/drunk', id = 'condition_drunk' }
Icons[16] = { tooltip = tr('You are protected by a magic shield'), path = '/images/game/states/magic_shield', id = 'condition_magic_shield' }
Icons[32] = { tooltip = tr('You are paralysed'), path = '/images/game/states/slowed', id = 'condition_slowed' }
Icons[64] = { tooltip = tr('You are hasted'), path = '/images/game/states/haste', id = 'condition_haste' }
Icons[128] = { tooltip = tr('You may not logout during a fight'), path = '/images/game/states/logout_block', id = 'condition_logout_block' }
Icons[256] = { tooltip = tr('You are drowning'), path = '/images/game/states/drowning', id = 'condition_drowning' }
Icons[512] = { tooltip = tr('You are freezing'), path = '/images/game/states/freezing', id = 'condition_freezing' }
Icons[1024] = { tooltip = tr('You are dazzled'), path = '/images/game/states/dazzled', id = 'condition_dazzled' }
Icons[2048] = { tooltip = tr('You are cursed'), path = '/images/game/states/cursed', id = 'condition_cursed' }
Icons[4096] = { tooltip = tr('You are strengthened'), path = '/images/game/states/strengthened', id = 'condition_strengthened' }
Icons[8192] = { tooltip = tr('You may not logout or enter a protection zone'), path = '/images/game/states/protection_zone_block', id = 'condition_protection_zone_block' }
Icons[16384] = { tooltip = tr('You are within a protection zone'), path = '/images/game/states/protection_zone', id = 'condition_protection_zone' }
Icons[32768] = { tooltip = tr('You are bleeding'), path = '/images/game/states/bleeding', id = 'condition_bleeding' }
Icons[65536] = { tooltip = tr('You are hungry'), path = '/images/game/states/hungry', id = 'condition_hungry' }
InventorySlotStyles = {
[inventorySlotBody] = "BodySlot",
[inventorySlotLeg] = "LegSlot",
[inventorySlotFeet] = "FeetSlot",
[inventorySlotFinger] = "FingerSlot",
}
healthInfoWindow = nil
inventoryPanel = nil
healthBar = nil
manaBar = nil
experienceBar = nil
healthTooltip = 'Your character health is %d out of %d.'
manaTooltip = 'Your character mana is %d out of %d.'
experienceTooltip = 'You have %d%% to advance to level %d.'
function init()
connect(LocalPlayer, { onInventoryChange = onInventoryChange,
onHealthChange = onHealthChange,
onManaChange = onManaChange,
onLevelChange = onLevelChange,
onStatesChange = onStatesChange })
connect(g_game, { onGameEnd = offline })
healthInfoButton = modules.client_topmenu.addRightGameToggleButton('healthInfoButton', tr('Health Information'), '/images/topbuttons/healthinfo', toggle)
healthInfoButton:setOn(true)
healthInfoWindow = g_ui.loadUI('healthinfo', modules.game_interface.getRightPanel())
healthInfoWindow:disableResize()
inventoryPanel = healthInfoWindow:getChildById('contentsPanel')
healthBar = healthInfoWindow:recursiveGetChildById('healthBar')
manaBar = healthInfoWindow:recursiveGetChildById('manaBar')
experienceBar = healthInfoWindow:recursiveGetChildById('experienceBar')
-- load condition icons
for k,v in pairs(Icons) do
g_textures.preload(v.path)
end
if g_game.isOnline() then
local localPlayer = g_game.getLocalPlayer()
onHealthChange(localPlayer, localPlayer:getHealth(), localPlayer:getMaxHealth())
onManaChange(localPlayer, localPlayer:getMana(), localPlayer:getMaxMana())
onLevelChange(localPlayer, localPlayer:getLevel(), localPlayer:getLevelPercent())
onStatesChange(localPlayer, localPlayer:getStates(), 0)
end
healthInfoWindow:setup()
end
function terminate()
disconnect(LocalPlayer, { onHealthChange = onHealthChange,
onManaChange = onManaChange,
onLevelChange = onLevelChange,
onStatesChange = onStatesChange })
disconnect(g_game, { onGameEnd = offline })
healthInfoWindow:destroy()
healthInfoButton:destroy()
end
function toggle()
if healthInfoButton:isOn() then
healthInfoWindow:close()
healthInfoButton:setOn(false)
else
healthInfoWindow:open()
healthInfoButton:setOn(true)
end
end
function toggleIcon(bitChanged)
local content = healthInfoWindow:recursiveGetChildById('conditionPanel')
local icon = content:getChildById(Icons[bitChanged].id)
if icon then
icon:destroy()
else
icon = loadIcon(bitChanged)
icon:setParent(content)
end
end
function loadIcon(bitChanged)
local icon = g_ui.createWidget('ConditionWidget', content)
icon:setId(Icons[bitChanged].id)
icon:setImageSource(Icons[bitChanged].path)
icon:setTooltip(Icons[bitChanged].tooltip)
return icon
end
function offline()
healthInfoWindow:recursiveGetChildById('conditionPanel'):destroyChildren()
end
-- hooked events
function onMiniWindowClose()
healthInfoButton:setOn(false)
end
function onInventoryChange(player, slot, item, oldItem)
if slot >= InventorySlotPurse then return end
local itemWidget = inventoryPanel:getChildById('slot' .. slot)
if item then
itemWidget:setItem(item)
else
itemWidget:setStyle(InventorySlotStyles[slot])
itemWidget:setItem(nil)
end
end
function onHealthChange(localPlayer, health, maxHealth)
healthBar:setText(health .. ' / ' .. maxHealth)
healthBar:setTooltip(tr(healthTooltip, health, maxHealth))
healthBar:setValue(health, 0, maxHealth)
end
function onManaChange(localPlayer, mana, maxMana)
manaBar:setTooltip(tr(manaTooltip, mana, maxMana))
manaBar:setValue(mana, 0, maxMana)
end
function onLevelChange(localPlayer, value, percent)
experienceBar:setText(percent .. '%')
experienceBar:setTooltip(tr(experienceTooltip, percent, value+1))
experienceBar:setPercent(percent)
end
function onStatesChange(localPlayer, now, old)
if now == old then return end
local bitsChanged = bit32.bxor(now, old)
for i = 1, 32 do
local pow = math.pow(2, i-1)
if pow > bitsChanged then break end
local bitChanged = bit32.band(bitsChanged, pow)
if bitChanged ~= 0 then
toggleIcon(bitChanged)
end
end
end
-- personalization functions
function hideExperience()
local removeHeight = experienceBar:getMarginRect().height
experienceBar:setOn(false)
healthInfoWindow:setHeight(math.max(healthInfoWindow.minimizedHeight, healthInfoWindow:getHeight() - removeHeight))
end
function setHealthTooltip(tooltip)
healthTooltip = tooltip
local localPlayer = g_game.getLocalPlayer()
if localPlayer then
healthBar:setTooltip(tr(healthTooltip, localPlayer:getHealth(), localPlayer:getMaxHealth()))
end
end
function setManaTooltip(tooltip)
manaTooltip = tooltip
local localPlayer = g_game.getLocalPlayer()
if localPlayer then
manaBar:setTooltip(tr(manaTooltip, localPlayer:getMana(), localPlayer:getMaxMana()))
end
end
function setExperienceTooltip(tooltip)
experienceTooltip = tooltip
local localPlayer = g_game.getLocalPlayer()
if localPlayer then
experienceBar:setTooltip(tr(experienceTooltip, localPlayer:getLevelPercent(), localPlayer:getLevel()+1))
end
end
Acho que precisa de algo pra qd o player entrar, atualizar os slots
script inventory:
InventorySlotStyles = {
[inventorySlotHead] = "HeadSlot",
[inventorySlotNeck] = "NeckSlot",
[inventorySlotBack] = "BackSlot",
[inventorySlotBody] = "BodySlot",
[inventorySlotRight] = "RightSlot",
[inventorySlotLeft] = "LeftSlot",
[inventorySlotLeg] = "LegSlot",
[inventorySlotFeet] = "FeetSlot",
[inventorySlotFinger] = "FingerSlot",
[inventorySlotAmmo] = "AmmoSlot"
}
inventoryWindow = nil
inventoryPanel = nil
inventoryButton = nil
function init()
connect(LocalPlayer, { onInventoryChange = onInventoryChange })
connect(g_game, { onGameStart = refresh })
g_keyboard.bindKeyDown('Ctrl+I', toggle)
inventoryButton = modules.client_topmenu.addRightGameToggleButton('inventoryButton', tr('Inventory') .. ' (Ctrl+I)', '/images/topbuttons/inventory', toggle)
inventoryButton:setOn(true)
inventoryWindow = g_ui.loadUI('inventory', modules.game_interface.getRightPanel())
inventoryWindow:disableResize()
inventoryPanel = inventoryWindow:getChildById('contentsPanel')
refresh()
inventoryWindow:setup()
end
function terminate()
disconnect(LocalPlayer, { onInventoryChange = onInventoryChange })
disconnect(g_game, { onGameStart = refresh })
g_keyboard.unbindKeyDown('Ctrl+I')
inventoryWindow:destroy()
inventoryButton:destroy()
end
function refresh()
local player = g_game.getLocalPlayer()
for i=InventorySlotFirst,InventorySlotLast do
if g_game.isOnline() then
onInventoryChange(player, i, player:getInventoryItem(i))
else
onInventoryChange(player, i, nil)
end
end
end
function toggle()
g_game.useInventoryItem(2853)
end
function onMiniWindowClose()
inventoryButton:setOn(false)
end
-- hooked events
function onInventoryChange(player, slot, item, oldItem)
if slot >= InventorySlotPurse then return end
local itemWidget = inventoryPanel:getChildById('slot' .. slot)
if item then
itemWidget:setStyle('Item')
itemWidget:setItem(item)
else
itemWidget:setStyle(InventorySlotStyles[slot])
itemWidget:setItem(nil)
end
end
Link para o comentário
Compartilhar em outros sites
1 resposta a esta questão
Posts Recomendados
Arquivado
Este tópico foi arquivado e está fechado para novas respostas.