LevelupDialog.lua
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-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even th+e implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
require "engine.class"
require "mod.class.interface.TooltipsData"
local Dialog = require "engine.ui.Dialog"
local ListColumns = require "engine.ui.ListColumns"
local Textzone = require "engine.ui.Textzone"
local TextzoneList = require "engine.ui.TextzoneList"
local Separator = require "engine.ui.Separator"
local Tab = require "engine.ui.Tab"
local TreeList = require "engine.ui.TreeList"
local SurfaceZone = require "engine.ui.SurfaceZone"
local DamageType = require "engine.DamageType"
module(..., package.seeall, class.inherit(Dialog, mod.class.interface.TooltipsData))
local _points_text = "Stats points left: #00FF00#%d#LAST#"
local _points_left = [[
Category points left: #00FF00#%d#LAST#
Class talent points left: #00FF00#%d#LAST#
Generic talent points left: #00FF00#%d#LAST#]]
function _M:init(actor, on_finish, on_birth)
self.on_birth = on_birth
actor.no_last_learnt_talents_cap = true
self.actor = actor
self.unused_stats = self.actor.unused_stats
self.new_stats_changed = false
self.new_talents_changed = false
self.talents_changed = {}
self.on_finish = on_finish
self.running = true
self.prev_stats = {}
self.font_h = self.font:lineSkip()
self.talents_learned = {}
self.talent_types_learned = {}
self.stats_increased = {}
self.font = core.display.newFont("/data/font/VeraMono.ttf", 12)
self.font_h = self.font:lineSkip()
self.actor.__hidden_talent_types = self.actor.__hidden_talent_types or {}
self.actor.__increased_talent_types = self.actor.__increased_talent_types or {}
self.actor_dup = actor:clone()
for _, v in pairs(game.engine.Birther.birth_descriptor_def) do
if v.type == "subclass" and v.name == actor.descriptor.subclass then self.desc_def = v break end
end
Dialog.init(self, "Stats Levelup: "..actor.name, game.w * 0.9, game.h * 0.9, game.w * 0.05, game.h * 0.05)
self.vs = Separator.new{dir="vertical", size=self.iw}
self.vs2 = Separator.new{dir="vertical", size=math.floor(self.iw / 2) - 20}
self.c_t_tut = Textzone.new{width=math.floor(self.iw / 2 - 10), height=1, auto_height=true, no_color_bleed=true, text=[[
Keyboard: #00FF00#up key/down key#FFFFFF# to select talent; #00FF00#right key#FFFFFF# to learn; #00FF00#left key#FFFFFF# to unlearn; #00FF00#+#FFFFFF# to expand a category; #00FF00#-#FFFFFF# to reduce a category. #00FF00#TAB key#FFFFFF# to switch between tabs.
Mouse: #00FF00#Left click#FFFFFF# to learn; #00FF00#right click#FFFFFF# to unlearn.
]]}
self.c_t_points = Textzone.new{width=math.floor(self.iw / 2 - 10), height=1, auto_height=true, no_color_bleed=true, text=_points_left:format(self.actor.unused_talents_types, self.actor.unused_talents, self.actor.unused_generics)}
self:generateList()
self.stats = Tab.new{title="Stats", default=true, fct=function() end, on_change=function(s) if s then self:switchTo("Stats") end end}
self.talents = Tab.new{title="Talents", default=false, fct=function() end, on_change=function(s) if s then self:switchTo("Talents") end end}
self.summary = Tab.new{title="Summary", default=false, fct=function() end, on_change=function(s) if s then self:switchTo("Summary") end end}
self.c_t_desc = TextzoneList.new{width=math.floor(self.iw / 2 - 10), height=self.ih - self.c_t_tut.h - self.stats.h - 20 - self.vs.h, scrollbar=true, no_color_bleed=true}
self.hoffset = 17 + self.stats.h + self.vs.h
self.c_t_tree = TreeList.new{width=math.floor(self.iw / 2 - 10), height=self.ih - self.stats.h - 20 - self.c_t_points.h - self.vs.h - self.vs2.h, all_clicks=true, scrollbar=true, columns={
{width=80, display_prop="name"},
{width=20, display_prop="status"},
}, tree=self.tree,
fct=function(item, sel, v) self:treeSelect(item, sel, v) end,
select=function(item, sel) self:select(item) end,
on_expand=function(item) self.actor.__hidden_talent_types[item.type] = not item.shown end,
on_drawitem=function(item) if self.running then self:onDrawItem(item) end end,
}
self.c_t_tree.key:removeBind("ACCEPT") -- We want the main dialog to handle accept
self.c_summary_desc = SurfaceZone.new{width=self.iw, height=math.min(game.h * 0.9, 400) - self.stats.h - 40 - self.vs.h,alpha=0}
self.sel = 1
self.c_tut = Textzone.new{width=math.floor(self.iw / 2 - 10), auto_height=true, no_color_bleed=true, text=[[
Keyboard: #00FF00#up key/down key#FFFFFF# to select a stat; #00FF00#right key#FFFFFF# to increase stat; #00FF00#left key#FFFFFF# to decrease a stat. #00FF00#TAB key#FFFFFF# to switch between tabs.
Mouse: #00FF00#Left click#FFFFFF# to increase a stat; #00FF00#right click#FFFFFF# to decrease a stat.
]]}
self.c_desc = TextzoneList.new{width=math.floor(self.iw / 2 - 10), height=self.ih - self.c_tut.h - 20, no_color_bleed=true}
self.c_desc2 = TextzoneList.new{width=math.floor(self.iw / 4 - 10), height=self.ih - self.c_tut.h - 20, no_color_bleed=true}
self.c_points = Textzone.new{width=math.floor(self.iw / 2 - 10), auto_height=true, no_color_bleed=true, text=_points_text:format(self.actor.unused_stats)}
self.c_list = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - 10 - self.vs.h - self.vs2.h, all_clicks=true, columns={
{name="Stat", width=50, display_prop="name"},
{name="Base", width=25, display_prop="base"},
{name="Value", width=25, display_prop="val"},
}, list={
{name="Strength", base=self.actor:getStr(nil, nil, true), val=self.actor:getStr(), stat_id=self.actor.STAT_STR},
{name="Dexterity", base=self.actor:getDex(nil, nil, true), val=self.actor:getDex(), stat_id=self.actor.STAT_DEX},
{name="Magic", base=self.actor:getMag(nil, nil, true), val=self.actor:getMag(), stat_id=self.actor.STAT_MAG},
{name="Willpower", base=self.actor:getWil(nil, nil, true), val=self.actor:getWil(), stat_id=self.actor.STAT_WIL},
{name="Cunning", base=self.actor:getCun(nil, nil, true), val=self.actor:getCun(), stat_id=self.actor.STAT_CUN},
{name="Constitution", base=self.actor:getCon(nil, nil, true), val=self.actor:getCon(), stat_id=self.actor.STAT_CON},
}, fct=function(item, _, v)
self:incStat(v == "left" and 1 or -1)
end, select=function(item, sel)
self.sel = sel
self:onSelectStat(item)
end}
self.c_list.key:removeBind("ACCEPT") -- We want the main dialog to handle accept
self.tab = ""
if self.actor.unused_stats > 0 then
self.stats:select()
else
self.talents:select()
end
end
function _M:unload()
self.actor.no_last_learnt_talents_cap = nil
self.actor:capLastLearntTalents("class")
self.actor:capLastLearntTalents("generic")
end
local prev_sel = nil
function _M:onSelectStat(item, force)
if item == prev_sel and not force then return end
prev_sel = item
local text , h = self:getStatDescription(item.stat_id)
local fh = self.font:lineSkip()
self.c_desc:createItem(item, text)
self.c_desc:switchItem(item)
local ui = self:getUIElement(self.c_desc)
if ui then
local top = ui.top
self.c_desc2.h = self.ih - fh + h + top + self.vs.h
self:moveUIElement(self.c_desc2, nil, nil, 2 * fh + h + top + self.vs.h, nil)
end
text = self:getStatNewTalents(item.stat_id)
self.c_desc2:createItem(item, text)
self.c_desc2:switchItem(item)
self:setupUI()
self:updateKeys(self.tab)
end
function _M:generateStatsList()
self.c_list.list={
{name="Strength", color = {(self.actor_dup:getStat(self.actor.STAT_STR, nil, nil, true) == self.actor:getStat(self.actor.STAT_STR, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor_dup:getStat(self.actor.STAT_STR, nil, nil, true) == self.actor:getStat(self.actor.STAT_STR, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor:getStat(self.actor.STAT_STR, nil, nil, true) - self.actor_dup:getStat(self.actor.STAT_STR, nil, nil, true) + self.actor_dup:getStat(self.actor.STAT_STR) == self.actor:getStat(self.actor.STAT_STR)) and {255, 255, 255} or {255, 215, 0}},
base=self.actor:getStr(nil, nil, true),
val=self.actor:getStr(),
stat_id=self.actor.STAT_STR},
{name="Dexterity", color = {(self.actor_dup:getStat(self.actor.STAT_DEX, nil, nil, true) == self.actor:getStat(self.actor.STAT_DEX, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor_dup:getStat(self.actor.STAT_DEX, nil, nil, true) == self.actor:getStat(self.actor.STAT_DEX, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor:getStat(self.actor.STAT_DEX, nil, nil, true) - self.actor_dup:getStat(self.actor.STAT_DEX, nil, nil, true) + self.actor_dup:getStat(self.actor.STAT_DEX) == self.actor:getStat(self.actor.STAT_DEX)) and {255, 255, 255} or {255, 215, 0}},
base=self.actor:getDex(nil, nil, true),
val=self.actor:getDex(),
stat_id=self.actor.STAT_DEX},
{name="Magic", color = {(self.actor_dup:getStat(self.actor.STAT_MAG, nil, nil, true) == self.actor:getStat(self.actor.STAT_MAG, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor_dup:getStat(self.actor.STAT_MAG, nil, nil, true) == self.actor:getStat(self.actor.STAT_MAG, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor:getStat(self.actor.STAT_MAG, nil, nil, true) - self.actor_dup:getStat(self.actor.STAT_MAG, nil, nil, true) + self.actor_dup:getStat(self.actor.STAT_MAG) == self.actor:getStat(self.actor.STAT_MAG)) and {255, 255, 255} or {255, 215, 0}},
base=self.actor:getMag(nil, nil, true),
val=self.actor:getMag(),
stat_id=self.actor.STAT_MAG},
{name="Willpower", color = {(self.actor_dup:getStat(self.actor.STAT_WIL, nil, nil, true) == self.actor:getStat(self.actor.STAT_WIL, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor_dup:getStat(self.actor.STAT_WIL, nil, nil, true) == self.actor:getStat(self.actor.STAT_WIL, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor:getStat(self.actor.STAT_WIL, nil, nil, true) - self.actor_dup:getStat(self.actor.STAT_WIL, nil, nil, true) + self.actor_dup:getStat(self.actor.STAT_WIL) == self.actor:getStat(self.actor.STAT_WIL)) and {255, 255, 255} or {255, 215, 0}},
base=self.actor:getWil(nil, nil, true),
val=self.actor:getWil(),
stat_id=self.actor.STAT_WIL},
{name="Cunning", color = {(self.actor_dup:getStat(self.actor.STAT_CUN, nil, nil, true) == self.actor:getStat(self.actor.STAT_CUN, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor_dup:getStat(self.actor.STAT_CUN, nil, nil, true) == self.actor:getStat(self.actor.STAT_CUN, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor:getStat(self.actor.STAT_CUN, nil, nil, true) - self.actor_dup:getStat(self.actor.STAT_CUN, nil, nil, true) + self.actor_dup:getStat(self.actor.STAT_CUN) == self.actor:getStat(self.actor.STAT_CUN)) and {255, 255, 255} or {255, 215, 0}},
base=self.actor:getCun(nil, nil, true),
val=self.actor:getCun(),
stat_id=self.actor.STAT_CUN},
{name="Constitution", color = {(self.actor_dup:getStat(self.actor.STAT_CON, nil, nil, true) == self.actor:getStat(self.actor.STAT_CON, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor_dup:getStat(self.actor.STAT_CON, nil, nil, true) == self.actor:getStat(self.actor.STAT_CON, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor:getStat(self.actor.STAT_CON, nil, nil, true) - self.actor_dup:getStat(self.actor.STAT_CON, nil, nil, true) + self.actor_dup:getStat(self.actor.STAT_CON) == self.actor:getStat(self.actor.STAT_CON)) and {255, 255, 255} or {255, 215, 0}},
base=self.actor:getCon(nil, nil, true),
val=self.actor:getCon(),
stat_id=self.actor.STAT_CON},
}
self.c_list:onSelect(true)
end
function _M:switchTo(kind)
if kind == "Stats" then
if self.new_talents_changed == true then
self:generateStatsList()
self.c_list:generate()
self.c_list.key:removeBind("ACCEPT") -- We want the main dialog to handle accept
self.new_talents_changed = false
end
self.talents.selected = false
self.summary.selected = false
elseif kind == "Talents" then
if self.new_stats_changed == true then
self:regenerateList()
self.new_stats_changed = false
end
self.stats.selected = false
self.summary.selected = false
elseif kind == "Summary" then
self.talents.selected = false
self.stats.selected = false
end
self:drawDialog(kind)
self.tab = kind
end
function _M:updateKeys(kind)
self.key:reset()
self.key:unicodeInput(true)
self.key:addBind("SCREENSHOT", function() if type(game) == "table" and game.key then game.key:triggerVirtual("SCREENSHOT") end end)
if kind == "Stats" then
self.key:addCommands{
_TAB = function() self:tabTabs() end,
}
self.key:addBinds{
MOVE_LEFT = function() self:incStat(-1) end,
MOVE_RIGHT = function() self:incStat(1) end,
ACCEPT = function() self:tabTabs() end,
EXIT = function()
if self.actor.unused_stats~=self.actor_dup.unused_stats or self.actor.unused_talents_types~=self.actor_dup.unused_talents_types or
self.actor.unused_talents~=self.actor_dup.unused_talents or self.actor.unused_generics~=self.actor_dup.unused_generics then
self:yesnocancelPopup("Finish","Do you accept changes?", function(yes, cancel)
if cancel then
return nil
else
if yes then ok = self:finish() else ok = true self:cancel() end
end
if ok then
game:unregisterDialog(self)
self.actor_dup = {}
if self.on_finish then self.on_finish() end
end
end)
else
game:unregisterDialog(self)
self.actor_dup = {}
if self.on_finish then self.on_finish() end
end
end,
}
elseif kind == "Talents" then
self.key:addCommands{
_TAB = function() self:tabTabs() end,
__TEXTINPUT = function(c)
local item = self.c_t_tree.list[self.c_t_tree.sel]
if not item or not item.type then return end
if c == "+" then
self.c_t_tree:treeExpand(true)
end
if c == "-" then
self.c_t_tree:treeExpand(false)
end
end,
}
self.key:addBinds{
MOVE_LEFT = function() local item=self.c_t_tree.list[self.c_t_tree.sel] self:treeSelect(item, self.c_t_tree.sel, "right") end,
MOVE_RIGHT = function() local item=self.c_t_tree.list[self.c_t_tree.sel] self:treeSelect(item, self.c_t_tree.sel, "left") end,
ACCEPT = function() self:tabTabs() end,
EXIT = function()
if self.actor.unused_stats~=self.actor_dup.unused_stats or self.actor.unused_talents_types~=self.actor_dup.unused_talents_types or
self.actor.unused_talents~=self.actor_dup.unused_talents or self.actor.unused_generics~=self.actor_dup.unused_generics then
self:yesnocancelPopup("Finish","Do you accept changes?", function(yes, cancel)
if cancel then
return nil
else
if yes then ok = self:finish() else ok = true self:cancel() end
end
if ok then
game:unregisterDialog(self)
self.actor_dup = {}
if self.on_finish then self.on_finish() end
end
end)
else
game:unregisterDialog(self)
self.actor_dup = {}
if self.on_finish then self.on_finish() end
end
end,
}
elseif kind == "Summary" then
self.key:addCommands{
_TAB = function() self:tabTabs() end,
}
self.key:addBinds{
ACCEPT = "EXIT",
EXIT = function()
if self.actor.unused_stats~=self.actor_dup.unused_stats or self.actor.unused_talents_types ~= self.actor_dup.unused_talents_types or
self.actor.unused_talents ~= self.actor_dup.unused_talents or self.actor.unused_generics~=self.actor_dup.unused_generics then
self:yesnocancelPopup("Finish","Do you accept changes?", function(yes, cancel)
if cancel then
return nil
else
if yes then ok = self:finish() else ok = true self:cancel() end
end
if ok then
game:unregisterDialog(self)
self.actor_dup = {}
if self.on_finish then self.on_finish() end
end
end)
else
game:unregisterDialog(self)
self.actor_dup = {}
if self.on_finish then self.on_finish() end
end
end,
}
end
end
function _M:cancel()
--[[
self.actor.unused_stats = self.actor_dup.unused_stats
self.actor.unused_talents = self.actor_dup.unused_talents
self.actor.unused_generics = self.actor_dup.unused_generics
self.actor.unused_talents_types = self.actor_dup.unused_talents_types
for stat, inc in pairs(self.stats_increased) do
self.actor:incStat(stat, -inc)
end
for tt, inc in pairs(self.talent_types_learned) do
if inc[2] then
self.actor:setTalentTypeMastery(tt, self.actor:getTalentTypeMastery(tt) - 0.2)
self.actor.__increased_talent_types[tt] = self.actor_dup.__increased_talent_types[tt]
end
if inc[1] then
self.actor:unlearnTalentType(tt)
end
end
for t_id, times in pairs(self.talents_learned) do
for i=1,times do
self.actor:unlearnTalent(t_id)
end
end
self.actor.last_learnt_talents = self.actor_dup.last_learnt_talents
]]
self.actor:replaceWith(self.actor_dup)
self.actor.changed = true
self.actor:removeAllMOs()
if game.level and self.actor.x then game.level.map:updateMap(self.actor.x, self.actor.y) end
end
function _M:tabTabs()
if self.stats.selected == true then self.talents:select() elseif
self.talents.selected == true then self.summary:select() elseif
self.summary.selected == true then self.stats:select() end
end
function _M:getStatDescription(stat_id)
local text = self.actor.stats_def[stat_id].description.."\n\n"
local lines = text:splitLine(self.c_desc.w, self.font)
local h = self.font:lineSkip()
local diff = self.actor:getStat(stat_id, nil, nil, true) - self.actor_dup:getStat(stat_id, nil, nil, true)
local color = diff >= 0 and "#LIGHT_GREEN#" or "#RED#"
text = text.."#LIGHT_BLUE#Stat gives:#LAST#\n"
if stat_id == self.actor.STAT_CON then
text = text.."Max life: "..color..(diff * 4).."#LAST#\n"
text = text.."Physical save: "..color..(diff * 0.35).."#LAST#\n"
elseif stat_id == self.actor.STAT_WIL then
if self.actor:knowTalent(self.actor.T_MANA_POOL) then
text = text.."Max mana: "..color..(diff * 5).."#LAST#\n"
end
if self.actor:knowTalent(self.actor.T_STAMINA_POOL) then
text = text.."Max stamina: "..color..(diff * 2.5).."#LAST#\n"
end
if self.actor:knowTalent(self.actor.T_PSI_POOL) then
text = text.."Max PSI: "..color..(diff * 1).."#LAST#\n"
end
text = text.."Mindpower: "..color..(diff * 0.7).."#LAST#\n"
text = text.."Mental save: "..color..(diff * 0.35).."#LAST#\n"
text = text.."Spell save: "..color..(diff * 0.35).."#LAST#\n"
if self.actor.use_psi_combat then
text = text.."Accuracy: "..color..(diff * 0.35).."#LAST#\n"
end
elseif stat_id == self.actor.STAT_STR then
text = text.."Max encumberance: "..color..(diff * 1.8).."#LAST#\n"
text = text.."Physical save: "..color..(diff * 0.35).."#LAST#\n"
if not self.actor.use_psi_combat then
text = text.."Accuracy: "..color..(diff * 0.35).."#LAST#\n"
end
elseif stat_id == self.actor.STAT_CUN then
text = text.."Spell/Physical crit. chance: "..color..(diff * 0.3).."#LAST#\n"
text = text.."Mental save: "..color..(diff * 0.35).."#LAST#\n"
text = text.."Mindpower: "..color..(diff * 0.4).."#LAST#\n"
if self.actor.use_psi_combat then
text = text.."Accuracy: "..color..(diff * 0.35).."#LAST#\n"
end
elseif stat_id == self.actor.STAT_MAG then
text = text.."Spell save: "..color..(diff * 0.35).."#LAST#\n"
text = text.."Spellpower: "..color..(diff * 1).."#LAST#\n"
elseif stat_id == self.actor.STAT_DEX then
text = text.."Defense: "..color..(diff * 0.35).."#LAST#\n"
text = text.."Ranged defense: "..color..(diff * 0.35).."#LAST#\n"
if not self.actor.use_psi_combat then
text = text.."Accuracy: "..color..(diff * 0.35).."#LAST#\n"
end
end
if self.actor.player and self.desc_def and self.desc_def.getStatDesc and self.desc_def.getStatDesc(stat_id, self.actor) then
text = text.."#LIGHT_BLUE#Class powers:#LAST#\n"
text = text..self.desc_def.getStatDesc(stat_id, self.actor)
end
return text, h * #lines
end
function _M:getMaxTPoints(t)
if t.points == 1 then return 1 end
return t.points + math.max(0, math.floor((self.actor.level - 50) / 10))
end
function _M:getStatNewTalents(stat_id)
local text = "#LIGHT_BLUE#New available talents: #LAST#\n"
local stats = { "str", "dex", "mag", "wil", "cun", "con" }
local diff = self.actor:getStat(stat_id) - self.actor_dup:getStat(stat_id)
if diff ~= 0 and self.talent_stats_req[stats[stat_id]] then
for j=1,#self.talent_stats_req[stats[stat_id]] do
local t = self.actor:getTalentFromId(self.talent_stats_req[stats[stat_id]][j][1].talent)
if self.actor:canLearnTalent(t) and not self.actor_dup:canLearnTalent(t) and self:getMaxTPoints(t) > self.actor:getTalentLevelRaw(t) then
text = text.."#GOLD# - "..t.name.."#LAST#\n"
end
end
end
return text
end
function _M:finish()
local ok, dep_miss = self:checkDeps()
if not ok then
self:simpleLongPopup("Impossible", "You cannot learn this talent(s): "..dep_miss, game.w * 0.4)
return nil
end
local txt = "#LIGHT_BLUE#Warning: You have increased some of your statistics or talent. Talent(s) actually sustained: \n %s If these are dependent on one of the stats you changed, you need to re-use them for the changes to take effect."
local talents = ""
local reset = {}
for tid, act in pairs(self.actor.sustain_talents) do
if act then
local t = self.actor:getTalentFromId(tid)
if t.no_sustain_autoreset then
talents = talents.."#GOLD# - "..t.name.."#LAST#\n"
else
reset[#reset+1] = tid
end
end
end
if talents ~= "" then
game.logPlayer(self.actor, txt:format(talents))
end
for i, tid in ipairs(reset) do
self.actor:forceUseTalent(tid, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true, no_paradox_fail=true})
if self.actor:knowTalent(tid) then self.actor:forceUseTalent(tid, {ignore_energy=true, ignore_cd=true, no_equilibrium_fail=true, no_paradox_fail=true}) end
end
if not self.on_birth then
for t_id, _ in pairs(self.talents_learned) do
local t = self.actor:getTalentFromId(t_id)
if not self.actor:isTalentCoolingDown(t) then self.actor:startTalentCooldown(t) end
end
end
-- Achievements checks
world:gainAchievement("ELEMENTALIST", self.actor)
world:gainAchievement("WARPER", self.actor)
return true
end
function _M:incStat(v)
if v == 1 then
if self.actor.unused_stats <= 0 then
self:simplePopup("Not enough stat points", "You have no stat points left!")
return
end
if self.actor:getStat(self.sel, nil, nil, true) >= self.actor.level * 1.4 + 20 then
self:simplePopup("Stat is at the maximum for your level", "You cannot increase this stat further until next level!")
return
end
if self.actor:isStatMax(self.sel) or self.actor:getStat(self.sel, nil, nil, true) >= 60 + math.max(0, (self.actor.level - 50)) then
self:simplePopup("Stat is at the maximum", "You cannot increase this stat further!")
return
end
else
if self.actor_dup:getStat(self.sel, nil, nil, true) == self.actor:getStat(self.sel, nil, nil, true) then
self:simplePopup("Impossible", "You cannot take out more points!")
return
end
end
local sel = self.sel
self.actor:incStat(sel, v)
self.actor.unused_stats = self.actor.unused_stats - v
self.c_list.list[sel].base = self.actor:getStat(sel, nil, nil, true)
self.c_list.list[sel].val = self.actor:getStat(sel)
self.c_list.list[sel].color = {(self.actor_dup:getStat(self.sel, nil, nil, true) == self.actor:getStat(self.sel, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor_dup:getStat(self.sel, nil, nil, true) == self.actor:getStat(self.sel, nil, nil, true)) and {255, 255, 255} or {255, 215, 0},
(self.actor:getStat(self.sel, nil, nil, true) - self.actor_dup:getStat(self.sel, nil, nil, true) + self.actor_dup:getStat(self.sel) == self.actor:getStat(self.sel)) and {255, 255, 255} or {255, 215, 0}}
self.c_list.sel = sel
local stats = { "str", "dex", "mag", "wil", "cun", "con" }
for i = 1,6 do
stat_sel = stats[i]
if self.talent_stats_req[stat_sel] then
to_remove = {}
for j=1,#self.talent_stats_req[stat_sel] do
local t = self.talent_stats_req[stat_sel][j][2]
if type(t.require) == "function" then
stats_req = t.require(self.actor, t).stat
for stat, _ in pairs(stats_req) do
if stat ~= stat_sel then
self.talent_stats_req[stat] = self.talent_stats_req[stat] or {}
self.talent_stats_req[stat][#self.talent_stats_req[stat] + 1] = { self.talent_stats_req[stat_sel][j][1], t }
to_remove[#to_remove+1] = j
end
end
end
end
local off = 0
for j=1,#to_remove do
table.remove(self.talent_stats_req[stat_sel], to_remove[j] - off)
off = off + 1
end
end
end
self.stats_increased[sel] = (self.stats_increased[sel] or 0) + v
self.c_list:onSelect(true)
self.c_list:drawItem(self.c_list.list[self.c_list.sel])
self.c_points.text = _points_text:format(self.actor.unused_stats)
self.c_points:generate()
self.new_stats_changed = true
self:onSelectStat(self.c_list.list[self.c_list.sel], true)
end
function _M:computeDeps(t)
local d = {}
self.talents_deps[t.id] = d
-- Check prerequisites
if rawget(t, "require") then
local req = t.require
if type(req) == "function" then req = req(self.actor, t) end
if req.talent then
for _, tid in ipairs(req.talent) do
if type(tid) == "table" then
d[tid[1]] = true
-- print("Talent deps: ", t.id, "depends on", tid[1])
else
d[tid] = true
-- print("Talent deps: ", t.id, "depends on", tid)
end
end
end
end
-- Check number of talents
for id, nt in pairs(self.actor.talents_def) do
if nt.type[1] == t.type[1] then
d[id] = true
-- print("Talent deps: ", t.id, "same category as", id)
end
end
end
function _M:select(item)
if not item or not self.uis or not self.uis[5] then return end
if not self.c_t_desc:switchItem(item) then
self:onDrawItem(item)
self.c_t_desc:switchItem(item)
end
self.cur_item = item
end
function _M:treeSelect(item, sel, v)
if not item then return end
self:learn(v == "left" and true)
if item.nodes then
item.shown = (self.actor.__hidden_talent_types[item.type] == nil and self.actor:knowTalentType(item.type)) or (self.actor.__hidden_talent_types[item.type] ~= nil and not self.actor.__hidden_talent_types[item.type])
self.c_t_tree:drawItem(item)
for i, n in ipairs(item.nodes) do self.c_t_tree:drawItem(n) end
elseif item.talent then
for tid, _ in pairs(self.talents_deps[item.talent] or {}) do
local it = self.c_t_tree.items_by_key[tid]
if it then self.c_t_tree:drawItem(it) end
end
local t = self.actor:getTalentFromId(item.talent)
for _, tid in ipairs(self.actor.last_learnt_talents[t.generic and "generic" or "class"]) do
local it = self.c_t_tree.items_by_key[tid]
if it then self.c_t_tree:drawItem(it) end
end
end
self.c_t_desc:switchItem(item)
self.c_t_tree:outputList()
self.c_t_points.text = _points_left:format(self.actor.unused_talents_types, self.actor.unused_talents, self.actor.unused_generics)
self.c_t_points:generate()
end
function _M:learn(v)
local item = self.c_t_tree.list[self.c_t_tree.sel]
if not item then return end
if item.type then
self:learnType(item.type, v)
else
self:learnTalent(item.talent, v)
end
end
function _M:checkDeps()
local talents = ""
local stats_ok = true
for t_id, _ in pairs(self.talents_changed) do
local t = self.actor:getTalentFromId(t_id)
local ok, reason = self.actor:canLearnTalent(t, 0)
if not ok and self.actor:knowTalent(t) then talents = talents.."\n#GOLD##{bold}# - "..t.name.."#{normal}##LAST#("..reason..")" end
if reason == "not enough stat" then
stats_ok = false
end
end
if talents ~="" then
return false, talents, stats_ok
else
return true, "", stats_ok
end
end
function _M:isUnlearnable(t, limit)
if not self.actor.last_learnt_talents then return end
if self.on_birth and self.actor:knowTalent(t.id) then return 1 end -- On birth we can reset any talents
local list = self.actor.last_learnt_talents[t.generic and "generic" or "class"]
local max = self.actor:lastLearntTalentsMax(t.generic and "generic" or "class")
local min = 1
if limit then min = math.max(1, #list - (max - 1)) end
for i = #list, min, -1 do
if list[i] == t.id then return i end
end
return nil
end
function _M:learnTalent(t_id, v)
self.talents_learned[t_id] = self.talents_learned[t_id] or 0
local t = self.actor:getTalentFromId(t_id)
if not t.generic then
if v then
if self.actor.unused_talents < 1 then
self:simplePopup("Not enough class talent points", "You have no class talent points left!")
return
end
if not self.actor:canLearnTalent(t) then
self:simplePopup("Cannot learn talent", "Prerequisites not met!")
return
end
if self.actor:getTalentLevelRaw(t_id) >= self:getMaxTPoints(t) then
self:simplePopup("Already known", "You already fully know this talent!")
return
end
self.actor:learnTalent(t_id, true)
self.actor.unused_talents = self.actor.unused_talents - 1
self.talents_changed[t_id] = true
self.talents_learned[t_id] = self.talents_learned[t_id] + 1
self.new_talents_changed = true
else
if not self.actor:knowTalent(t_id) then
self:simplePopup("Impossible", "You do not know this talent!")
return
end
if not self:isUnlearnable(t, true) and self.actor_dup:getTalentLevelRaw(t_id) >= self.actor:getTalentLevelRaw(t_id) then
self:simplePopup("Impossible", "You cannot unlearn talents!")
return
end
self.actor:unlearnTalent(t_id)
local _, reason = self.actor:canLearnTalent(t, 0)
local ok, dep_miss, stats_ok = self:checkDeps()
if ok or reason == "not enough stat" or not stats_ok then
self.actor.unused_talents = self.actor.unused_talents + 1
self.talents_learned[t_id] = self.talents_learned[t_id] - 1
self.new_talents_changed = true
else
self:simpleLongPopup("Impossible", "You cannot unlearn this talent because of talent(s): "..dep_miss, game.w * 0.4)
self.actor:learnTalent(t_id)
return
end
end
else
if v then
if self.actor.unused_generics < 1 then
self:simplePopup("Not enough generic talent points", "You have no generic talent points left!")
return
end
if not self.actor:canLearnTalent(t) then
self:simplePopup("Cannot learn talent", "Prerequisites not met!")
return
end
if self.actor:getTalentLevelRaw(t_id) >= self:getMaxTPoints(t) then
self:simplePopup("Already known", "You already fully know this talent!")
return
end
self.actor:learnTalent(t_id)
self.actor.unused_generics = self.actor.unused_generics - 1
self.talents_changed[t_id] = true
self.talents_learned[t_id] = self.talents_learned[t_id] + 1
self.new_talents_changed = true
else
if not self.actor:knowTalent(t_id) then
self:simplePopup("Impossible", "You do not know this talent!")
return
end
if not self:isUnlearnable(t, true) and self.actor_dup:getTalentLevelRaw(t_id) >= self.actor:getTalentLevelRaw(t_id) then
self:simplePopup("Impossible", "You cannot unlearn talents!")
return
end
self.actor:unlearnTalent(t_id)
local _, reason = self.actor:canLearnTalent(t, 0)
local ok, dep_miss, stats_ok = self:checkDeps()
if ok or reason == "not enough stat" or not stats_ok then
self.actor.unused_generics = self.actor.unused_generics + 1
self.talents_learned[t_id] = self.talents_learned[t_id] - 1
self.new_talents_changed = true
else
self:simpleLongPopup("Impossible", "You can not unlearn this talent because of talent(s): "..dep_miss, game.w * 0.4)
self.actor:learnTalent(t_id)
return
end
end
end
self:regenerateList()
end
function _M:learnType(tt, v)
self.talent_types_learned[tt] = self.talent_types_learned[tt] or {}
if v then
if self.actor:knowTalentType(tt) and self.actor.__increased_talent_types[tt] and self.actor.__increased_talent_types[tt] >= 1 then
self:simplePopup("Impossible", "You can only improve a category mastery once!")
return
end
if self.actor.unused_talents_types <= 0 then
self:simplePopup("Not enough talent category points", "You have no category points left!")
return
end
if not self.actor:knowTalentType(tt) then
self.actor:learnTalentType(tt)
self.talent_types_learned[tt][1] = true
else
self.actor.__increased_talent_types[tt] = (self.actor.__increased_talent_types[tt] or 0) + 1
self.actor:setTalentTypeMastery(tt, self.actor:getTalentTypeMastery(tt) + 0.2)
self.talent_types_learned[tt][2] = true
end
self.actor.unused_talents_types = self.actor.unused_talents_types - 1
self.new_talents_changed = true
else
if self.actor_dup:knowTalentType(tt) == true and self.actor:knowTalentType(tt) == true and (self.actor_dup.__increased_talent_types[tt] or 0) >= (self.actor.__increased_talent_types[tt] or 0) then
self:simplePopup("Impossible", "You cannot take out more points!")
return
end
if self.actor_dup:knowTalentType(tt) == true and self.actor:knowTalentType(tt) == true and (self.actor.__increased_talent_types[tt] or 0) == 0 then
self:simplePopup("Impossible", "You cannot unlearn this category!")
return
end
if not self.actor:knowTalentType(tt) then
self:simplePopup("Impossible", "You do not know this category!")
return
end
if (self.actor.__increased_talent_types[tt] or 0) > 0 then
self.actor.__increased_talent_types[tt] = (self.actor.__increased_talent_types[tt] or 0) - 1
self.actor:setTalentTypeMastery(tt, self.actor:getTalentTypeMastery(tt) - 0.2)
self.actor.unused_talents_types = self.actor.unused_talents_types + 1
self.new_talents_changed = true
self.talent_types_learned[tt][2] = nil
else
self.actor:unlearnTalentType(tt)
local ok, dep_miss = self:checkDeps()
if ok then
self.actor.unused_talents_types = self.actor.unused_talents_types + 1
self.new_talents_changed = true
self.talent_types_learned[tt][1] = nil
else
self:simpleLongPopup("Impossible", "You cannot unlearn this category because of: "..dep_miss, game.w * 0.4)
self.actor:learnTalentType(tt)
return
end
end
end
end
function _M:onDrawItem(item)
if not item then return end
local text = tstring{}
text:add({"color", "GOLD"}, {"font", "bold"}, util.getval(item.rawname, item), {"color", "LAST"}, {"font", "normal"})
text:add(true, true)
if item.type then
text:add({"color",0x00,0xFF,0xFF}, "Talent Category", true)
text:add({"color",0x00,0xFF,0xFF}, "A talent category contains talents you may learn. You gain a talent category point at level 10, 20 and 30. You may also find trainers or artifacts that allow you to learn more.\nA talent category point can be used either to learn a new category or increase the mastery of a known one.", true, true, {"color", "WHITE"})
if self.actor.talents_types_def[item.type].generic then
text:add({"color",0x00,0xFF,0xFF}, "Generic talent tree", true)
text:add({"color",0x00,0xFF,0xFF}, "A generic talent allows you to perform various utility actions and improve your character. It represents a skill anybody can learn (should you find a trainer for it). You gain one point every level (except every 5th level). You may also find trainers or artifacts that allow you to learn more.", true, true, {"color", "WHITE"})
else
text:add({"color",0x00,0xFF,0xFF}, "Class talent tree", true)
text:add({"color",0x00,0xFF,0xFF}, "A class talent allows you to perform new combat moves, cast spells, and improve your character. It represents the core function of your class. You gain one point every level and two every 5th level. You may also find trainers or artifacts that allow you to learn more.", true, true, {"color", "WHITE"})
end
text:add(self.actor:getTalentTypeFrom(item.type).description)
else
local t = self.actor:getTalentFromId(item.talent)
if self:isUnlearnable(t, true) then
local max = tostring(self.actor:lastLearntTalentsMax(t.generic and "generic" or "class"))
text:add({"color","LIGHT_BLUE"}, "This talent was recently learnt, you can still unlearn it.", true, "The last ", max, t.generic and " generic" or " class", " talents you learnt are always unlearnable.", {"color","LAST"}, true, true)
elseif t.no_unlearn_last then
text:add({"color","YELLOW"}, "This talent can alter the world in a permanent way, as such you can never unlearn it once known.", {"color","LAST"}, true, true)
end
local traw = self.actor:getTalentLevelRaw(t.id)
local diff = function(i2, i1, res)
res:add({"color", "LIGHT_GREEN"}, i1, {"color", "LAST"}, " [->", {"color", "YELLOW_GREEN"}, i2, {"color", "LAST"}, "]")
end
if traw == 0 and self:getMaxTPoints(t) >= 2 then
local req = self.actor:getTalentReqDesc(item.talent, 1):toTString():tokenize(" ()[]")
local req2 = self.actor:getTalentReqDesc(item.talent, 2):toTString():tokenize(" ()[]")
text:add{"color","WHITE"}
text:add({"font", "bold"}, "First talent level: ", tostring(traw+1), " [-> ", tostring(traw + 2), "]", {"font", "normal"})
text:add(true)
text:merge(req2:diffWith(req, diff))
text:merge(self.actor:getTalentFullDescription(t, 2):diffWith(self.actor:getTalentFullDescription(t, 1), diff))
elseif traw < self:getMaxTPoints(t) then
local req = self.actor:getTalentReqDesc(item.talent):toTString():tokenize(" ()[]")
local req2 = self.actor:getTalentReqDesc(item.talent, 1):toTString():tokenize(" ()[]")
text:add{"color","WHITE"}
text:add({"font", "bold"}, traw == 0 and "Next talent level" or "Current talent level: ", tostring(traw), " [-> ", tostring(traw + 1), "]", {"font", "normal"})
text:add(true)
text:merge(req2:diffWith(req, diff))
text:merge(self.actor:getTalentFullDescription(t, 1):diffWith(self.actor:getTalentFullDescription(t), diff))
else
local req = self.actor:getTalentReqDesc(item.talent)
text:add({"font", "bold"}, "Current talent level: "..traw, {"font", "normal"})
text:add(true)
text:merge(req)
text:merge(self.actor:getTalentFullDescription(t))
end
end
self.c_t_desc:createItem(item, text)
end
-- Display the player tile
function _M:innerDisplay(x, y, nb_keyframes)
if self.cur_item and self.cur_item.entity and self.c_t_desc and self.ui_by_ui[self.c_t_desc] then
self.cur_item.entity:toScreen(game.hotkeys_display_icons.tiles, x + self.iw - 64, y + self.iy + self.ui_by_ui[self.c_t_desc].y, 64, 64)
end
end
function _M:generateList()
self.actor.__show_special_talents = self.actor.__show_special_talents or {}
self.talent_stats_req = {}
for i = 1, 6 do
self.prev_stats[i] = self.actor:getStat(i)
end
-- Makes up the list
local tree = {}
self.talents_deps = {}
for i, tt in ipairs(self.actor.talents_types_def) do
if not tt.hide and not (self.actor.talents_types[tt.type] == nil) then
local cat = tt.type:gsub("/.*", "")
local ttknown = self.actor:knowTalentType(tt.type)
local isgeneric = self.actor.talents_types_def[tt.type].generic
local tshown = (self.actor.__hidden_talent_types[tt.type] == nil and ttknown) or (self.actor.__hidden_talent_types[tt.type] ~= nil and not self.actor.__hidden_talent_types[tt.type])
local node = {
name=function(item) return tstring{{"font", "bold"}, cat:capitalize().." / "..tt.name:capitalize() ..(" (%s)"):format((isgeneric and "generic" or "class")), {"font", "normal"}} end,
rawname=function(item) return cat:capitalize().." / "..tt.name:capitalize() ..(" (%s, mastery %.2f)"):format((isgeneric and "generic" or "class"), self.actor:getTalentTypeMastery(item.type)) end,
type=tt.type,
color=function(item)
return ((self.actor:knowTalentType(item.type) ~= self.actor_dup:knowTalentType(item.type)) or ((self.actor.__increased_talent_types[item.type] or 0) ~= (self.actor_dup.__increased_talent_types[item.type] or 0))) and {255, 215, 0} or self.actor:knowTalentType(item.type) and {0,200,0} or {175,175,175}
end,
shown = tshown,
status = function(item) return self.actor:knowTalentType(item.type) and tstring{{"font", "bold"}, ((self.actor.__increased_talent_types[item.type] or 0) >=1) and {"color", 255, 215, 0} or {"color", 0x00, 0xFF, 0x00}, ("%.2f"):format(self.actor:getTalentTypeMastery(item.type)), {"font", "normal"}} or tstring{{"color", 0xFF, 0x00, 0x00}, "unknown"} end,
nodes = {},
}
tree[#tree+1] = node
local list = node.nodes
-- Find all talents of this school
for j, t in ipairs(tt.talents) do
if not t.hide or self.actor.__show_special_talents[t.id] then
self:computeDeps(t)
local isgeneric = self.actor.talents_types_def[tt.type].generic
-- Pregenenerate icon with the Tiles instance that allows images
if t.display_entity then t.display_entity:getMapObjects(game.hotkeys_display_icons.tiles, {}, 1) end
list[#list+1] = {
__id=t.id,
name=((t.display_entity and t.display_entity:getDisplayString() or "")..t.name):toTString(),
rawname=t.name..(isgeneric and " (generic talent)" or " (class talent)"),
entity=t.display_entity,
talent=t.id,
_type=tt.type,
color=function(item)
if ((self.actor.talents[item.talent] or 0) ~= (self.actor_dup.talents[item.talent] or 0)) then return {255, 215, 0}
elseif self:isUnlearnable(t, true) then return colors.simple(colors.LIGHT_BLUE)
elseif self.actor:knowTalentType(item._type) then return {255,255,255}
else return {175,175,175}
end
end,
}
list[#list].status = function(item)
local t = self.actor:getTalentFromId(item.talent)
local ttknown = self.actor:knowTalentType(item._type)
if self.actor:getTalentLevelRaw(t.id) == self:getMaxTPoints(t) then
return tstring{{"color", 0x00, 0xFF, 0x00}, self.actor:getTalentLevelRaw(t.id).."/"..self:getMaxTPoints(t)}
else
if not self.actor:canLearnTalent(t) then
return tstring{(ttknown and {"color", 0xFF, 0x00, 0x00} or {"color", 0x80, 0x80, 0x80}), self.actor:getTalentLevelRaw(t.id).."/"..self:getMaxTPoints(t)}
else
return tstring{(ttknown and {"color", "WHITE"} or {"color", 0x80, 0x80, 0x80}), self.actor:getTalentLevelRaw(t.id).."/"..self:getMaxTPoints(t)}
end
end
end
if t.require then
local stats = {}
if type(t.require) == "table" and t.require.stat then
stats = t.require.stat
elseif type(t.require) == "function" and t.require(self.actor,t).stat then
stats = t.require(self.actor,t).stat
end
for stat, _ in pairs(stats) do
self.talent_stats_req[stat] = self.talent_stats_req[stat] or {}
self.talent_stats_req[stat][#self.talent_stats_req[stat] + 1] = { list[#list], t }
end
end
end
end
end
end
self.tree = tree
end
function _M:regenerateList()
local stats = { "str", "dex", "mag", "wil", "cun", "con" }
local refreshed = {}
for i = 1, 6 do
local diff = self.actor:getStat(i) - self.prev_stats[i]
if diff ~= 0 and self.talent_stats_req[stats[i]] then
for j=1,#self.talent_stats_req[stats[i]] do
if not refreshed[self.talent_stats_req[stats[i]][j]] then
refreshed[self.talent_stats_req[stats[i]][j]] = true
self.c_t_tree:drawItem(self.talent_stats_req[stats[i]][j][1])
end
end
end
self.prev_stats[i] = self.actor:getStat(i)
end
end
function _M:mouseZones(t, no_new)
-- Offset the x and y with the window position and window title
if not t.norestrict then
for i, z in ipairs(t) do
if not z.norestrict then
z.x = z.x + self.display_x + 5
z.y = z.y + self.display_y + 20 + 3
end
end
end
if not no_new then self.mouse = engine.Mouse.new() end
self.mouse:registerZones(t)
end
function _M:mouseTooltip(text, _, _, _, w, h, x, y)
self:mouseZones({
{ x=x, y=y + self.hoffset, w=w, h=h, fct=function(button) game.tooltip_x, game.tooltip_y = 1, 1; game:tooltipDisplayAtMap(game.w, game.h, text) end},
}, true)
end
function _M:drawDialog(kind)
self.mouse:reset()
if game.tooltip then
game.tooltip:erase()
end
if kind == "Stats" then
self:resize(game.w * 0.9, math.min(game.h * 0.9, 500))
self:loadUI{
{left=0, top=self.stats.h, ui=self.vs},
{left=15, top=0, ui=self.stats},
{left=15+self.stats.w, top=0, ui=self.talents},
{left=15+self.stats.w+self.talents.w, top=0, ui=self.summary},
{left=0, top=self.stats.h + 10 + self.vs.h, ui=self.c_points},
{left=5, top=self.stats.h + self.c_points.h + 10 + self.vs.h, ui=self.vs2},
{left=0, top=self.stats.h + self.c_points.h + 20 + self.vs.h + self.vs2.h, ui=self.c_list},
{hcenter=0, top=self.stats.h + 10 + self.vs.h, ui=Separator.new{dir="horizontal", size=self.ih - 15 - self.vs.h}},
{right=0, top=self.stats.h + self.c_tut.h + 25 + self.vs.h, ui=self.c_desc},
{right=0, top=self.stats.h + self.c_tut.h + 150 + self.vs.h, ui=self.c_desc2},
{right=0, top=self.stats.h + 5 + self.vs.h, ui=self.c_tut},
}
self:setFocus(self.c_list)
self.c_list:onSelect()
self:setupUI()
self:updateTitle("Stats Levelup: "..self.actor.name)
elseif kind == "Talents" then
self:resize(game.w * 0.9, game.h * 0.9)
self:loadUI{
{left=0, top=self.stats.h, ui=self.vs},
{left=15, top=0, ui=self.stats},
{left=15+self.stats.w, top=0, ui=self.talents},
{left=15+self.stats.w+self.talents.w, top=0, ui=self.summary},
{left=0, top=self.stats.h + self.vs.h, ui=self.c_t_points},
{left=5, top=self.stats.h + self.c_t_points.h + 5 + self.vs.h, ui=self.vs2},
{left=0, top=self.stats.h + self.c_t_points.h + 15 + self.vs.h + self.vs2.h, ui=self.c_t_tree},
{hcenter=0, top=self.stats.h + 5 + self.vs.h, ui=Separator.new{dir="horizontal", size=self.ih - 15 - self.vs.h}},
{right=0, top=self.stats.h + self.c_t_tut.h + 25 + self.vs.h, ui=self.c_t_desc},
{right=0, top=self.stats.h + self.vs.h, ui=self.c_t_tut},
}
self:setFocus(self.c_t_tree)
self:setupUI()
self:updateTitle("Talents Levelup: "..self.actor.name)
else
self:resize(game.w * 0.9, math.min(game.h * 0.9, 400))
self:loadUI{
{left=0, top=self.stats.h, ui=self.vs},
{left=15, top=0, ui=self.stats},
{left=15+self.stats.w, top=0, ui=self.talents},
{left=15+self.stats.w+self.talents.w, top=0, ui=self.summary},
{left=0, top=self.stats.h + 5 + self.vs.h, ui=self.c_summary_desc},
}
self:setupUI()
local s = self.c_summary_desc.s
local h = 0
local w = 0
s:erase(0,0,0,0)
local con_diff = self.actor:getCon() - self.actor_dup:getCon()
local wil_diff = self.actor:getWil() - self.actor_dup:getWil()
local mag_diff = self.actor:getMag() - self.actor_dup:getMag()
local cun_diff = self.actor:getCun() - self.actor_dup:getCun()
local str_diff = self.actor:getStr() - self.actor_dup:getStr()
local dex_diff = self.actor:getDex() - self.actor_dup:getDex()
s:drawColorStringBlended(self.font, ("#LIGHT_BLUE#Stats change:"):format(), w, h, 255, 255, 255, true) h = h + self.font_h
s:drawColorStringBlended(self.font, ("Strength : #00c000#%d"):format(str_diff), w, h, 255, 255, 255, true) h = h + self.font_h
s:drawColorStringBlended(self.font, ("Dexterity : #00c000#%d"):format(dex_diff), w, h, 255, 255, 255, true) h = h + self.font_h
s:drawColorStringBlended(self.font, ("Magic : #00c000#%d"):format(mag_diff), w, h, 255, 255, 255, true) h = h + self.font_h
s:drawColorStringBlended(self.font, ("Willpower : #00c000#%d"):format(wil_diff), w, h, 255, 255, 255, true) h = h + self.font_h
s:drawColorStringBlended(self.font, ("Cunning : #00c000#%d"):format(cun_diff), w, h, 255, 255, 255, true) h = h + self.font_h
s:drawColorStringBlended(self.font, ("Constitution: #00c000#%d"):format(con_diff), w, h, 255, 255, 255, true) h = h + self.font_h
h = h + self.font_h
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Saves:", w, h, 255, 255, 255, true) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_PHYS_SAVE, s:drawColorStringBlended(self.font, ("Physical : #00c000#%.2f"):format(self.actor:combatPhysicalResist() - self.actor_dup:combatPhysicalResist()), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_SPELL_SAVE, s:drawColorStringBlended(self.font, ("Spell : #00c000#%.2f"):format(self.actor:combatSpellResist() - self.actor_dup:combatSpellResist()), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_MENTAL_SAVE, s:drawColorStringBlended(self.font, ("Mental : #00c000#%.2f"):format(self.actor:combatMentalResist() - self.actor_dup:combatMentalResist()), w, h, 255, 255, 255, true)) h = h + self.font_h
h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_RESIST_ALL, s:drawColorStringBlended(self.font, ("All resistance: #00c000#%.2f%%"):format((self.actor.resists.all or 0) - (self.actor_dup.resists.all or 0)), w, h, 255, 255, 255, true)) h = h + self.font_h
for i, t in ipairs(DamageType.dam_def) do
if self.actor.resists[DamageType[t.type]] and self.actor.resists[DamageType[t.type]] ~= 0 and self.actor.resists[DamageType[t.type]]~=self.actor_dup.resists[DamageType[t.type]] then
self:mouseTooltip(self.TOOLTIP_RESIST, s:drawColorStringBlended(self.font, ("%s: #00ff00#%.1f%%"):format(t.name:capitalize(), self.actor:combatGetResist(DamageType[t.type]) - (self.actor_dup:combatGetResist(DamageType[t.type]) or 0)), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
h = 0
w = 200
s:drawColorStringBlended(self.font, ("#LIGHT_BLUE#Stats effect:"):format(), w, h, 255, 255, 255, true) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_LIFE, s:drawColorStringBlended(self.font, ("#c00000#Max life: #00ff00#%d"):format(self.actor.max_life - self.actor_dup.max_life), w, h, 255, 255, 255, true)) h = h + self.font_h
h = h + self.font_h
if self.actor:knowTalent(self.actor.T_MANA_POOL) then
self:mouseTooltip(self.TOOLTIP_MANA,s:drawColorStringBlended(self.font, ("#7fffd4#Max mana : #00ff00#%d"):format(self.actor.max_mana - self.actor_dup.max_mana), w, h, 255, 255, 255, true)) h = h + self.font_h
end
if self.actor:knowTalent(self.actor.T_STAMINA_POOL) then
self:mouseTooltip(self.TOOLTIP_STAMINA, s:drawColorStringBlended(self.font, ("#ffcc80#Max stamina : #00ff00#%d"):format(self.actor.max_stamina - self.actor_dup.max_stamina), w, h, 255, 255, 255, true)) h = h + self.font_h
end
if self.actor:knowTalent(self.actor.T_PSI_POOL) then
self:mouseTooltip(self.TOOLTIP_PSI, s:drawColorStringBlended(self.font, ("#7fffd4#Max PSI : #00ff00#%d"):format(self.actor.max_psi - self.actor_dup.max_psi), w, h, 255, 255, 255, true)) h = h + self.font_h
end
h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_STR, s:drawColorStringBlended(self.font, ("Max encumberance: #00c000#%.1f"):format(self.actor:getMaxEncumbrance() - self.actor_dup:getMaxEncumbrance()), w, h, 255, 255, 255, true)) h = h + self.font_h
if self.actor:knowTalent(self.actor.T_MANA_POOL) or self.actor:knowTalent(self.actor.T_POSITIVE_POOL) or self.actor:knowTalent(self.actor.T_NEGATIVE_POOL) or self.actor:knowTalent(self.actor.T_VIM_POOL) or self.actor:knowTalent(self.actor.T_PARADOX_POOL) then
h = h + self.font_h
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Magical:", w, h, 255, 255, 255, true) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_SPELL_POWER, s:drawColorStringBlended(self.font, ("Spellpower: #00c000#%d"):format(self.actor:combatSpellpower() - self.actor_dup:combatSpellpower()), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_SPELL_CRIT, s:drawColorStringBlended(self.font, ("Crit. chance: #00c000#%.1f%%"):format(self.actor:combatSpellCrit() - self.actor_dup:combatSpellCrit()), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_MINDPOWER, s:drawColorStringBlended(self.font, ("Mindpower: #00c000#%.1f"):format(self.actor:combatMindpower() - self.actor_dup:combatMindpower()), w, h, 255, 255, 255, true)) h = h + self.font_h
end
h = h + self.font_h
local ArmorTxt = "#LIGHT_BLUE#"
if self.actor:hasHeavyArmor() then
ArmorTxt = ArmorTxt.."Heavy armor"
elseif self.actor:hasMassiveArmor() then
ArmorTxt = ArmorTxt.."Massive armor"
else
ArmorTxt = ArmorTxt.."Light armor"
end
ArmorTxt = ArmorTxt..":"
s:drawColorStringBlended(self.font, ArmorTxt, w, h, 255, 255, 255, true) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_ARMOR_HARDINESS, s:drawColorStringBlended(self.font, ("Armor hardiness: #00c000#%d%%"):format(self.actor:combatArmorHardiness() - self.actor_dup:combatArmorHardiness()), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_ARMOR, s:drawColorStringBlended(self.font, ("Armor : #00c000#%d(%d)"):format(self.actor:combatArmor() - self.actor_dup:combatArmor(), self.actor:combatArmorHardiness() * (self.actor:combatArmor() - self.actor_dup:combatArmor()) * 0.01), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_DEFENSE, s:drawColorStringBlended(self.font, ("Defense : #00c000#%d"):format(self.actor:combatDefense() - self.actor_dup:combatDefense()), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_RDEFENSE, s:drawColorStringBlended(self.font, ("Ranged defense : #00c000#%d"):format(self.actor:combatDefenseRanged() - self.actor_dup:combatDefenseRanged()), w, h, 255, 255, 255, true)) h = h + self.font_h
h = 0
w = 400
local mainhand = self.actor:getInven(self.actor.INVEN_MAINHAND)
if mainhand and (#mainhand > 0) then
local WeaponTxt = "#LIGHT_BLUE#Main Hand"
if self.actor:hasTwoHandedWeapon() then
WeaponTxt = WeaponTxt.."(2-handed)"
end
WeaponTxt = WeaponTxt..":"
for i, o in ipairs(self.actor:getInven(self.actor.INVEN_MAINHAND)) do
local mean, dam = o.combat, o.combat
if o.archery and mean then
dam = (self.actor:getInven("QUIVER")[1] and self.actor:getInven("QUIVER")[1].combat) or o.basic_ammo
end
if mean and dam then
s:drawColorStringBlended(self.font, WeaponTxt, w, h, 255, 255, 255, true) h = h + self.font_h
if self.actor.use_psi_combat then
self:mouseTooltip(self.TOOLTIP_COMBAT_ATTACK, s:drawColorStringBlended(self.font, ("Accuracy(PSI): #00ff00#%.1f"):format(self.actor:combatAttack(mean) - self.actor_dup:combatAttack(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
else
self:mouseTooltip(self.TOOLTIP_COMBAT_ATTACK, s:drawColorStringBlended(self.font, ("Accuracy : #00ff00#%.1f"):format(self.actor:combatAttack(mean) - self.actor_dup:combatAttack(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
end
self:mouseTooltip(self.TOOLTIP_COMBAT_DAMAGE, s:drawColorStringBlended(self.font, ("Damage : #00ff00#%.1f"):format(self.actor:combatDamage(dam) - self.actor_dup:combatDamage(dam)), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_APR, s:drawColorStringBlended(self.font, ("APR : #00ff00#%.1f"):format(self.actor:combatAPR(dam) - self.actor_dup:combatAPR(dam)), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_CRIT, s:drawColorStringBlended(self.font, ("Crit. chance: #00ff00#%.1f%%"):format(self.actor:combatCrit(dam) - self.actor_dup:combatCrit(dam)), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_SPEED, s:drawColorStringBlended(self.font, ("Speed : #00ff00#%.2f%%"):format((self.actor:combatSpeed(mean) - self.actor_dup:combatSpeed(mean))*100), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
-- Handle bare-handed combat
else
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Unarmed:", w, h, 255, 255, 255, true) h = h + self.font_h
local mean = self.actor.combat
if mean then
if self.actor.use_psi_combat then
self:mouseTooltip(self.TOOLTIP_COMBAT_ATTACK, s:drawColorStringBlended(self.font, ("Accuracy(PSI): #00ff00#%.1f"):format(self.actor:combatAttack(mean) - self.actor_dup:combatAttack(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
else
self:mouseTooltip(self.TOOLTIP_COMBAT_ATTACK, s:drawColorStringBlended(self.font, ("Accuracy : #00ff00#%.1f"):format(self.actor:combatAttack(mean) - self.actor_dup:combatAttack(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
end
self:mouseTooltip(self.TOOLTIP_COMBAT_DAMAGE, s:drawColorStringBlended(self.font, ("Damage : #00ff00#%.1f"):format(self.actor:combatDamage(mean) - self.actor_dup:combatDamage(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_APR, s:drawColorStringBlended(self.font, ("APR : #00ff00#%.1f"):format(self.actor:combatAPR(mean) - self.actor_dup:combatAPR(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_CRIT, s:drawColorStringBlended(self.font, ("Crit. chance: #00ff00#%.1f%%"):format(self.actor:combatCrit(mean) - self.actor_dup:combatCrit(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_SPEED, s:drawColorStringBlended(self.font, ("Speed : #00ff00#%.2f%%"):format((self.actor:combatSpeed(mean) - self.actor_dup:combatSpeed(mean))*100), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
h = h + self.font_h
if self.actor:getInven(self.actor.INVEN_OFFHAND) then
local act_offmult = self.actor:getOffHandMult()
local act_dup_offmult = self.actor_dup:getOffHandMult()
for i, o in ipairs(self.actor:getInven(self.actor.INVEN_OFFHAND)) do
local mean, dam = o.combat, o.combat
if o.archery and mean then
dam = (self.actor:getInven("QUIVER")[1] and self.actor:getInven("QUIVER")[1].combat) or o.basic_ammo
end
if mean and dam then
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Off Hand:", w, h, 255, 255, 255, true) h = h + self.font_h
if self.actor.use_psi_combat then
self:mouseTooltip(self.TOOLTIP_COMBAT_ATTACK, s:drawColorStringBlended(self.font, ("Accuracy(PSI): #00ff00#%.1f"):format(self.actor:combatAttack(mean) - self.actor_dup:combatAttack(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
else
self:mouseTooltip(self.TOOLTIP_COMBAT_ATTACK, s:drawColorStringBlended(self.font, ("Accuracy : #00ff00#%.1f"):format(self.actor:combatAttack(mean) - self.actor_dup:combatAttack(mean)), w, h, 255, 255, 255, true)) h = h + self.font_h
end
self:mouseTooltip(self.TOOLTIP_COMBAT_DAMAGE, s:drawColorStringBlended(self.font, ("Damage : #00ff00#%.1f"):format(self.actor:combatDamage(dam) * act_offmult - self.actor_dup:combatDamage(dam) * act_dup_offmult), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_APR , s:drawColorStringBlended(self.font, ("APR : #00ff00#%.1f"):format(self.actor:combatAPR(dam) - self.actor_dup:combatAPR(dam)), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_CRIT , s:drawColorStringBlended(self.font, ("Crit. chance: #00ff00#%.1f%%"):format(self.actor:combatCrit(dam) - self.actor_dup:combatCrit(dam)), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_COMBAT_SPEED , s:drawColorStringBlended(self.font, ("Speed : #00ff00#%.2f%%"):format((self.actor:combatSpeed(mean) - self.actor_dup:combatSpeed(mean))*100), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
end
h = 0
w = 600
s:drawColorStringBlended(self.font, ("#LIGHT_BLUE#Talents learned:"):format(), w, h, 255, 255, 255, true) h = h + self.font_h
local stats = { "str", "dex", "mag", "wil", "cun", "con" }
local talents_learned = {}
for k, _ in pairs(self.talents_changed) do
t = self.actor:getTalentFromId(k)
if ((self.actor.talents[k] or 0) ~= (self.actor_dup.talents[k] or 0)) then
talents_learned[k] = true
local desc = "#GOLD##{bold}#"..t.name.."#{normal}##WHITE#\n"..tostring(self.actor:getTalentFullDescription(t))
self:mouseTooltip(desc, s:drawColorStringBlended(self.font, ("#GOLD#%s"):format(t.name), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
h = 0
w = 800
s:drawColorStringBlended(self.font, ("#LIGHT_BLUE#New available talents:"):format(), w, h, 255, 255, 255, true) h = h + self.font_h
talents_added = {}
for stat_id = 1,6 do
if self.talent_stats_req[stats[stat_id]] then
for j=1,#self.talent_stats_req[stats[stat_id]] do
local t = self.actor:getTalentFromId(self.talent_stats_req[stats[stat_id]][j][1].talent)
if self.actor:canLearnTalent(t) and not self.actor_dup:canLearnTalent(t) and self:getMaxTPoints(t) > self.actor:getTalentLevelRaw(t) and not talents_added[self.talent_stats_req[stats[stat_id]][j][1].talent] and not talents_learned[self.talent_stats_req[stats[stat_id]][j][1].talent] then
talents_added[self.talent_stats_req[stats[stat_id]][j][1].talent] = true
local desc = "#GOLD##{bold}#"..t.name.."#{normal}##WHITE#\n"..tostring(self.actor:getTalentFullDescription(t))
self:mouseTooltip(desc, s:drawColorStringBlended(self.font, ("#GOLD#%s"):format(t.name), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
end
end
self.c_summary_desc:generate()
self.c_summary_desc.can_focus = true
self:setFocus(self.c_summary_desc)
self:updateTitle("Levelup summary: "..self.actor.name)
end
self:updateKeys(kind)
end