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[OTC] Support heath bar

Cracudoo

New Member
Joined
Jan 22, 2017
Messages
32
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Is in the skills, type the heath is configured just to show the points and not any progress bar, I was wanting to be put by progress bar more buga always :(

This is it / I wanted it to be like this

Screenshot_2.png
Screenshot_1.png


skills.lua



Code:
skillsWindow = nil

skillsButton = nil

function init()
  connect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onSoulChange = onSoulChange,
    onFreeCapacityChange = onFreeCapacityChange,
    onTotalCapacityChange = onTotalCapacityChange,
    onStaminaChange = onStaminaChange,
    onOfflineTrainingChange = onOfflineTrainingChange,
    onRegenerationChange = onRegenerationChange,
    onSpeedChange = onSpeedChange,
    onBaseSpeedChange = onBaseSpeedChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  connect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  skillsButton = modules.client_topmenu.addRightGameToggleButton('skillsButton', tr('Skills') .. ' (Ctrl+S)', '/images/topbuttons/skills', toggle)
  skillsButton:setOn(true)
  skillsWindow = g_ui.loadUI('skills', modules.game_interface.getRightPanel())

  g_keyboard.bindKeyDown('Ctrl+S', toggle)

  refresh()
  skillsWindow:setup()
end

function terminate()
  disconnect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onSoulChange = onSoulChange,
    onFreeCapacityChange = onFreeCapacityChange,
    onTotalCapacityChange = onTotalCapacityChange,
    onStaminaChange = onStaminaChange,
    onOfflineTrainingChange = onOfflineTrainingChange,
    onRegenerationChange = onRegenerationChange,
    onSpeedChange = onSpeedChange,
    onBaseSpeedChange = onBaseSpeedChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  disconnect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  g_keyboard.unbindKeyDown('Ctrl+S')
  skillsWindow:destroy()
  skillsButton:destroy()
end

function expForLevel(level)
  return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200)
end

function expToAdvance(currentLevel, currentExp)
  return expForLevel(currentLevel+1) - currentExp
end

function resetSkillColor(id)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor('#bbbbbb')
end

function setSkillBase(id, value, baseValue)
  if baseValue <= 0 or value < 0 then
    return
  end
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')

  if value > baseValue then
    widget:setColor('#008b00') -- green
    skill:setTooltip(baseValue .. ' +' .. (value - baseValue))
  elseif value < baseValue then
    widget:setColor('#b22222') -- red
    skill:setTooltip(baseValue .. ' ' .. (value - baseValue))
  else
    widget:setColor('#bbbbbb') -- default
    skill:removeTooltip()
  end
end

function setSkillValue(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setText(value)
end

function setSkillColor(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor(value)
end

function setSkillTooltip(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setTooltip(value)
end

function setSkillPercent(id, percent, tooltip)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('percent')
  widget:setPercent(math.floor(percent))

  if tooltip then
    widget:setTooltip(tooltip)
  end
end

function checkAlert(id, value, maxValue, threshold, greaterThan)
  if greaterThan == nil then greaterThan = false end
  local alert = false

  -- maxValue can be set to false to check value and threshold
  -- used for regeneration checking
  if type(maxValue) == 'boolean' then
    if maxValue then
      return
    end

    if greaterThan then
      if value > threshold then
        alert = true
      end
    else
      if value < threshold then
        alert = true
      end
    end
  elseif type(maxValue) == 'number' then
    if maxValue < 0 then
      return
    end

    local percent = math.floor((value / maxValue) * 100)
    if greaterThan then
      if percent > threshold then
        alert = true
      end
    else
      if percent < threshold then
        alert = true
      end
    end
  end

  if alert then
    setSkillColor(id, '#b22222') -- red
  else
    resetSkillColor(id)
  end
end

function update()
  local offlineTraining = skillsWindow:recursiveGetChildById('offlineTraining')
  if not g_game.getFeature(GameOfflineTrainingTime) then
    offlineTraining:hide()
  else
    offlineTraining:show()
  end

  local regenerationTime = skillsWindow:recursiveGetChildById('regenerationTime')
  if not g_game.getFeature(GamePlayerRegenerationTime) then
    regenerationTime:hide()
  else
    regenerationTime:show()
  end
end

function refresh()
  local player = g_game.getLocalPlayer()
  if not player then return end

  if expSpeedEvent then expSpeedEvent:cancel() end
  expSpeedEvent = cycleEvent(checkExpSpeed, 30*1000)

  onExperienceChange(player, player:getExperience())
  onLevelChange(player, player:getLevel(), player:getLevelPercent())
  onHealthChange(player, player:getHealth(), player:getMaxHealth())
  onManaChange(player, player:getMana(), player:getMaxMana())
  onSoulChange(player, player:getSoul())
  onFreeCapacityChange(player, player:getFreeCapacity())
  onStaminaChange(player, player:getStamina())
  onMagicLevelChange(player, player:getMagicLevel(), player:getMagicLevelPercent())
  onOfflineTrainingChange(player, player:getOfflineTrainingTime())
  onRegenerationChange(player, player:getRegenerationTime())
  onSpeedChange(player, player:getSpeed())

  for i=0,6 do
    onSkillChange(player, i, player:getSkillLevel(i), player:getSkillLevelPercent(i))
    onBaseSkillChange(player, i, player:getSkillBaseLevel(i))
  end

  update()

  local contentsPanel = skillsWindow:getChildById('contentsPanel')
  skillsWindow:setContentMinimumHeight(44)
  skillsWindow:setContentMaximumHeight(390)
end

function offline()
  if expSpeedEvent then expSpeedEvent:cancel() expSpeedEvent = nil end
end

function toggle()
  if skillsButton:isOn() then
    skillsWindow:close()
    skillsButton:setOn(false)
  else
    skillsWindow:open()
    skillsButton:setOn(true)
  end
end

function checkExpSpeed()
  local player = g_game.getLocalPlayer()
  if not player then return end

  local currentExp = player:getExperience()
  local currentTime = g_clock.seconds()
  if player.lastExps ~= nil then
    player.expSpeed = (currentExp - player.lastExps[1][1])/(currentTime - player.lastExps[1][2])
    onLevelChange(player, player:getLevel(), player:getLevelPercent())
  else
    player.lastExps = {}
  end
  table.insert(player.lastExps, {currentExp, currentTime})
  if #player.lastExps > 30 then
    table.remove(player.lastExps, 1)
  end
end

function onMiniWindowClose()
  skillsButton:setOn(false)
end

function onSkillButtonClick(button)
  local percentBar = button:getChildById('percent')
  if percentBar then
    percentBar:setVisible(not percentBar:isVisible())
    if percentBar:isVisible() then
      button:setHeight(21)
    else
      button:setHeight(21 - 6)
    end
  end
end

function onExperienceChange(localPlayer, value)
  setSkillValue('experience', value)
end

function onLevelChange(localPlayer, value, percent)
  setSkillValue('level', value)
  local text = tr('You have %s percent to go', 100 - percent) .. '\n' ..
               tr('%s of experience left', expToAdvance(localPlayer:getLevel(), localPlayer:getExperience()))

  if localPlayer.expSpeed ~= nil then
     local expPerHour = math.floor(localPlayer.expSpeed * 3600)
     if expPerHour > 0 then
        local nextLevelExp = expForLevel(localPlayer:getLevel()+1)
        local hoursLeft = (nextLevelExp - localPlayer:getExperience()) / expPerHour
        local minutesLeft = math.floor((hoursLeft - math.floor(hoursLeft))*60)
        hoursLeft = math.floor(hoursLeft)
        text = text .. '\n' .. tr('%d of experience per hour', expPerHour)
        text = text .. '\n' .. tr('Next level in %d hours and %d minutes', hoursLeft, minutesLeft)
     end
  end

  setSkillPercent('level', percent, text)
end

function onHealthChange(localPlayer, health, maxHealth)
  setSkillValue('health', health)
  checkAlert('health', health, maxHealth, 30)
end

function onManaChange(localPlayer, mana, maxMana)
  setSkillValue('mana', mana)
  checkAlert('mana', mana, maxMana, 30)
end

function onSoulChange(localPlayer, soul)
  setSkillValue('soul', soul)
end

function onFreeCapacityChange(localPlayer, freeCapacity)
  setSkillValue('capacity', freeCapacity)
  checkAlert('capacity', freeCapacity, localPlayer:getTotalCapacity(), 20)
end

function onTotalCapacityChange(localPlayer, totalCapacity)
  checkAlert('capacity', localPlayer:getFreeCapacity(), totalCapacity, 20)
end

function onStaminaChange(localPlayer, stamina)
  local hours = math.floor(stamina / 60)
  local minutes = stamina % 60
  if minutes < 10 then
    minutes = '0' .. minutes
  end
  local percent = math.floor(100 * stamina / (42 * 60)) -- max is 42 hours

  setSkillValue('stamina', hours .. ":" .. minutes)
  setSkillPercent('stamina', percent, tr('You have %s percent', percent))
end

function onOfflineTrainingChange(localPlayer, offlineTrainingTime)
  if not g_game.getFeature(GameOfflineTrainingTime) then
    return
  end
  local hours = math.floor(offlineTrainingTime / 60)
  local minutes = offlineTrainingTime % 60
  if minutes < 10 then
    minutes = '0' .. minutes
  end
  local percent = 100 * offlineTrainingTime / (12 * 60) -- max is 12 hours

  setSkillValue('offlineTraining', hours .. ":" .. minutes)
  setSkillPercent('offlineTraining', percent, tr('You have %s percent', percent))
end

function onRegenerationChange(localPlayer, regenerationTime)
  if not g_game.getFeature(GamePlayerRegenerationTime) or regenerationTime < 0 then
    return
  end
  local minutes = math.floor(regenerationTime / 60)
  local seconds = regenerationTime % 60
  if seconds < 10 then
    seconds = '0' .. seconds
  end

  setSkillValue('regenerationTime', minutes .. ":" .. seconds)
  checkAlert('regenerationTime', regenerationTime, false, 300)
end

function onSpeedChange(localPlayer, speed)
  setSkillValue('speed', speed)

  onBaseSpeedChange(localPlayer, localPlayer:getBaseSpeed())
end

function onBaseSpeedChange(localPlayer, baseSpeed)
  setSkillBase('speed', localPlayer:getSpeed(), baseSpeed)
end

function onMagicLevelChange(localPlayer, magiclevel, percent)
  setSkillValue('magiclevel', magiclevel)
  setSkillPercent('magiclevel', percent, tr('You have %s percent to go', 100 - percent))

  onBaseMagicLevelChange(localPlayer, localPlayer:getBaseMagicLevel())
end

function onBaseMagicLevelChange(localPlayer, baseMagicLevel)
  setSkillBase('magiclevel', localPlayer:getMagicLevel(), baseMagicLevel)
end

function onSkillChange(localPlayer, id, level, percent)
  setSkillValue('skillId' .. id, level)
  setSkillPercent('skillId' .. id, percent, tr('You have %s percent to go', 100 - percent))

  onBaseSkillChange(localPlayer, id, localPlayer:getSkillBaseLevel(id))
end

function onBaseSkillChange(localPlayer, id, baseLevel)
  setSkillBase('skillId'..id, localPlayer:getSkillLevel(id), baseLevel)
end



skills.otui



Code:
SkillFirstWidget < UIWidget


SkillButton < UIButton
  height: 21
  margin-bottom: 2
  &onClick: onSkillButtonClick

SkillNameLabel < GameLabel
  font: verdana-11px-monochrome
  anchors.left: parent.left
  anchors.top: parent.top
  anchors.bottom: parent.bottom

SkillValueLabel < GameLabel
  id: value
  font: verdana-11px-monochrome
  text-align: topright
  anchors.right: parent.right
  anchors.top: parent.top
  anchors.bottom: parent.bottom
  anchors.left: prev.left

SkillPercentPanel < ProgressBar
  id: percent
  background-color: green
  height: 5
  margin-top: 15
  anchors.left: parent.left
  anchors.right: parent.right
  anchors.top: parent.top
  phantom: false

MiniWindow
  id: skillWindow
  !text: tr('Perfil')
  height: 150
  icon: /images/topbuttons/skills
  @onClose: modules.game_skills.onMiniWindowClose()
  &save: true

  MiniWindowContents
    padding-left: 5
    padding-right: 5
    layout: verticalBox

    SkillButton
      margin-top: 5
      id: experience
      height: 15
      SkillNameLabel
        !text: tr('Experience')
      SkillValueLabel

    SkillButton
      id: level
      SkillNameLabel
        !text: tr('Level')
      SkillValueLabel
      SkillPercentPanel
        background-color: red

    SkillButton
      id: health
      height: 15
      SkillNameLabel
        !text: tr('Hit Points')
      SkillValueLabel

    SkillButton
      id: mana
      height: 15
      SkillNameLabel
        !text: tr('Mana')
      SkillValueLabel

    SkillButton
      id: soul
      height: 15
      SkillNameLabel
        !text: tr('Soul Points')
      SkillValueLabel
      visible: false

    SkillButton
      id: capacity
      height: 15
      SkillNameLabel
        !text: tr('Capacity')
      SkillValueLabel
      visible: false

    SkillButton
      id: speed
      height: 15
      SkillNameLabel
        !text: tr('Speed')
      SkillValueLabel

    SkillButton
      id: regenerationTime
      SkillNameLabel
        !text: tr('Regeneration Time')
      SkillValueLabel


    SkillButton
      id: stamina
      SkillNameLabel
        !text: tr('Stamina')
      SkillValueLabel
      SkillPercentPanel

    SkillButton
      id: offlineTraining
      SkillNameLabel
        !text: tr('Offline Training')
      SkillValueLabel
      SkillPercentPanel
      visible: false

    SkillButton
      id: magiclevel
      SkillNameLabel
        !text: tr('Magic Level')
      SkillValueLabel
      SkillPercentPanel
        background-color: red
      visible: false

    SkillButton
      id: skillId0
      SkillNameLabel
        !text: tr('Fist Fighting')
      SkillValueLabel
      SkillPercentPanel
      visible: false

    SkillButton
      id: skillId1
      SkillNameLabel
        !text: tr('Club Fighting')
      SkillValueLabel
      SkillPercentPanel
      visible: false

    SkillButton
      id: skillId2
      SkillNameLabel
        !text: tr('Skill de Captura')
      SkillValueLabel
      SkillPercentPanel

    SkillButton
      id: skillId3
      SkillNameLabel
        !text: tr('Axe Fighting')
      SkillValueLabel
      SkillPercentPanel
      visible: false

    SkillButton
      id: skillId4
      SkillNameLabel
        !text: tr('Distance Fighting')
      SkillValueLabel
      SkillPercentPanel
      visible: false

    SkillButton
      id: skillId5
      SkillNameLabel
        !text: tr('Shielding')
      SkillValueLabel
      SkillPercentPanel
      visible: false

    SkillButton
      id: skillId6
      SkillNameLabel
        !text: tr('Skill de Pesca')
      SkillValueLabel
      SkillPercentPanel
 
Last edited:
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