CharacterSheet.lua
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-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2017 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 the 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 DamageType = require "engine.DamageType"
local Talents = require "engine.interface.ActorTalents"
local Tab = require "engine.ui.Tab"
local Button = require "engine.ui.Button"
local SurfaceZone = require "engine.ui.SurfaceZone"
local Separator = require "engine.ui.Separator"
local Stats = require "engine.interface.ActorStats"
local Textzone = require "engine.ui.Textzone"
local FontPackage = require "engine.FontPackage"
local EquipDoll = require "engine.ui.EquipDoll"
local TextzoneList = require "engine.ui.TextzoneList"
module(..., package.seeall, class.inherit(Dialog, mod.class.interface.TooltipsData))
cs_player_dup = nil
local tabs_list = {general=true, attack=true, defense=true, talents=true, equipment=true}
function _M:init(actor, start_tab)
if _M.cs_player_dup and _M.cs_player_dup.name ~= actor.name then _M.cs_player_dup = nil end
self.actor = actor
start_tab = start_tab and tabs_list[start_tab] and start_tab or "general"
self.font = core.display.newFont(FontPackage:getFont("mono_small", "mono"))
self.font_w, self.font_h = self.font:size(' ')
self.font_h = self.font:lineSkip()
Dialog.init(self, "Character Sheet: "..self.actor.name, util.bound(self.font_w*200, game.w*0.5, game.w*0.95), util.bound(self.font_h*36, game.h*.35, game.h*.85))
self.talent_sorting = config.settings.tome.charsheet_talent_sorting or 1
self.c_general = Tab.new{title="[G]eneral", default=start_tab == "general", fct=function() end, on_change=function(s) if s then self:switchTo("general") end end}
self.c_attack = Tab.new{title="[A]ttack", default=start_tab == "attack", fct=function() end, on_change=function(s) if s then self:switchTo("attack") end end}
self.c_defence = Tab.new{title="[D]efense", default=start_tab == "defense", fct=function() end, on_change=function(s) if s then self:switchTo("defence") end end}
self.c_talents = Tab.new{title="[T]alents", default=start_tab == "talents", fct=function() end, on_change=function(s) if s then self:switchTo("talents") end end }
-- Select equipment/switch sets
self.equip_set = self.actor.off_weapon_slots and "off" or "main"
self.c_equipment = Tab.new{title="[E]quipment: "..self.equip_set.." set", default=start_tab == "equipment",
fct=function()
end,
on_change=function(s)
if not self.actor.quickSwitchWeapons then return end
if s then
if self.last_tab == "equipment" then
local switch_set = self.equip_set == "off" and "main" or "off"
if self:updateEquipDollRefs(switch_set) then
self.equip_set = switch_set
game.logPlayer(self.actor, "#RED#Displaying %s set for %s (equipment NOT switched)", self.equip_set, self.actor.name:capitalize())
end
end
self:switchTo("equipment")
self.c_equipment:generate() -- Force redraw
end
end
}
self.c_equipment.generate = function(tab)
tab.title = "[E]quipment: "..self.equip_set.." set"
Tab.generate(tab)
end
self.b_talents_sorting = Button.new{text="Sort: "..({"Groups", "Name", "Type"})[self.talent_sorting], hide=true, width=100, fct=function()
self.talent_sorting = self.talent_sorting + 1
if self.talent_sorting > 3 then self.talent_sorting = 1 end
--Save to config
config.settings.tome.charsheet_talent_sorting = self.talent_sorting
game:saveSettings("tome.charsheet_talent_sorting", ("tome.charsheet_talent_sorting = %d\n"):format(self.talent_sorting))
self.b_talents_sorting.text = "Sort: "..({"Groups", "Name", "Type"})[self.talent_sorting]
self.b_talents_sorting:generate()
self:switchTo("talents") -- Force a redraw
end}
self.b_show_equipment = Button.new{text="Manage [I]nventory", fct=function()
self:showInventory()
return
end}
self.b_levelup = Button.new{text="[L]evelup", fct=function()
game.key:triggerVirtual("LEVELUP")
return
end}
local tw, th = self.font_bold:size(self.title)
self.vs = Separator.new{dir="vertical", size=self.iw}
self.c_tut = Textzone.new{width=self.iw * 0.6, auto_height=true, no_color_bleed=true, font = self.font, text=[[
Values #00FF00#in brackets ( )#LAST# show changes made from last character sheet checking.
Keyboard: #00FF00#'u'#LAST# to save character dump. #00FF00#TAB key#LAST# to switch between tabs.
Mouse: Hover over stat for info
]]}
game.total_playtime = (game.total_playtime or 0) + (os.time() - (game.last_update or game.real_starttime))
game.last_update = os.time()
local playtime = ""
local days = math.floor(game.total_playtime/86400)
local hours = math.floor(game.total_playtime/3600) % 24
local minutes = math.floor(game.total_playtime/60) % 60
local seconds = game.total_playtime % 60
if days > 0 then
playtime = ("%i day%s %i hour%s %i minute%s %s second%s"):format(days, days > 1 and "s" or "", hours, hours > 1 and "s" or "", minutes, minutes > 1 and "s" or "", seconds, seconds > 1 and "s" or "")
elseif hours > 0 then
playtime = ("%i hour%s %i minute%s %s second%s"):format(hours, hours > 1 and "s" or "", minutes, minutes > 1 and "s" or "", seconds, seconds > 1 and "s" or "")
elseif minutes > 0 then
playtime = ("%i minute%s %s second%s"):format(minutes, minutes > 1 and "s" or "", seconds, seconds > 1 and "s" or "")
else
playtime = ("%s second%s"):format(seconds, seconds > 1 and "s" or "")
end
local all_kills_kind = self.actor.all_kills_kind or {}
local playtimetext = ([[#GOLD#Days adventuring / current month:#LAST# %d / %s
#GOLD#Time playing:#LAST# %s
#GOLD#Creatures killed: #ANTIQUE_WHITE#%d
#GOLD#Elites/Rares/Bosses killed: #YELLOW#%d/#SALMON#%d/#ORANGE#%d
]]):format(
game.turn / game.calendar.DAY,
game.calendar:getMonthName(game.calendar:getDayOfYear(game.turn)),
playtime,
all_kills_kind.creature or 0,
all_kills_kind.elite or 0,
all_kills_kind.rare or 0,
all_kills_kind.boss or 0
)
self.c_playtime = Textzone.new{width=self.iw * 0.4, auto_height=true, no_color_bleed=true, font = self.font, text=playtimetext}
self.c_desc = SurfaceZone.new{width=self.iw, height=self.ih - self.c_general.h - self.vs.h - self.c_tut.h,alpha=0}
self.equip_frame = { -- display equipment
dialog = self,
c_doll = EquipDoll.new{equipdoll = self.actor.equipdoll or "default", actor=self.actor, title=false,
subobject=self.actor:attr("can_tinker") and "getTinker" or nil,
subobject_restrict_slots=self.actor.tinker_restrict_slots,
drag_enable=false, filter=nil,
scale = math.min(self.ih/660, self.iw/1700), --scale doll to fit dialog
fct=function(item) end,
on_select=function(ui, inven, item, o)
--game.log("c_doll select called with item %s (ui:%s, inven:%s, item:%s)", o and o.name, tostring(ui), inven, item)
if o and inven and item and ui and ui.x and ui.y then
--game.log("#GREY#c_doll select(local):ui = (%s,%s) to (%s,%s)", ui.x, ui.y, ui.x+ui.ui.w, ui.y+ui.ui.h)
self.equip_frame.c_obj_desc:switchItem({item=item, object=o, ui=ui, inven=inven}, o:getDesc({do_color=true}, nil, true, self.actor))
end
end,
},
vsep = Separator.new{dir="horizontal", size=self.ih - self.c_tut.h - self.c_general.h - 20}
}
self.equip_frame.c_doll.dialog = self
self.equip_frame.c_obj_desc = TextzoneList.new{focus_check=true, scrollbar=true, pingpong = 20, width=self.iw - self.equip_frame.c_doll.w - self.equip_frame.vsep.w - 50, height = self.ih - self.c_tut.h, no_color_bleed=true,
dest_area = { h = self.ih - self.c_tut.h - self.vs.h},
can_focus = true,
on_focus = function(self, v)
end,
font = self.font,
}
self:loadUI{
{left=0, top=0, ui=self.c_tut},
{left=self.iw * 0.5, top=0, ui=self.c_playtime},
{left=15, top=self.c_tut.h, ui=self.c_general},
-- {right=130, top=50, ui=self.b_show_equipment}, -- misaligned mouse zone?
{right=200, top=self.c_tut.h, ui=self.b_show_equipment},
{right=self.b_show_equipment, top=self.c_tut.h, ui=self.b_levelup},
{left=15+self.c_general.w, top=self.c_tut.h, ui=self.c_attack},
{left=15+self.c_general.w+self.c_attack.w, top=self.c_tut.h, ui=self.c_defence},
{left=15+self.c_general.w+self.c_attack.w+self.c_defence.w, top=self.c_tut.h, ui=self.c_talents},
{left=15+self.c_general.w+self.c_attack.w+self.c_defence.w+self.c_talents.w, top=self.c_tut.h, ui=self.c_equipment},
{left=0, top=self.c_tut.h + self.c_general.h, ui=self.vs},
{right=0, bottom=0, ui=self.b_talents_sorting},
{left=0, top=self.c_tut.h + self.c_general.h + 5 + self.vs.h, ui=self.c_desc},
}
-- self:setFocus(self.c_general)
self:setupUI()
self:toggleDisplay(self.b_levelup, (self.actor == game:getPlayer()) and (self.actor.unused_stats > 0 or self.actor.unused_talents > 0 or self.actor.unused_generics > 0 or self.actor.unused_talents_types > 0))
self:switchTo(start_tab)
self:updateKeys()
end
-- Immunity types to display matching Actor:attr(<immunity>)
_M.status_immunities = {poison_immune = "Poison ",
disease_immune = "Disease ", cut_immune = "Bleed ", confusion_immune= "Confusion ",
blind_immune = "Blind ", silence_immune = "Silence ", disarm_immune = "Disarm ",
pin_immune = "Pinning ", stun_immune = "Stun/Freeze", sleep_immune = "Sleep ",
fear_immune = "Fear ", knockback_immune = "Knockback ", stone_immune = "Stoning ",
instakill_immune = "Instadeath ", teleport_immune = "Teleport ",
negative_status_effect_immune = "All "}
-- Specific tooltips to use for certain immunity types
_M.immunity_tooltips = {instakill_immune = "TOOLTIP_INSTAKILL_IMMUNE", negative_status_effect_immune = "TOOLTIP_NEGATIVE_STATUS_IMMUNE", stun_immune="TOOLTIP_STUN_IMMUNE"}
function _M:innerDisplay(x, y, nb_keyframes)
self.actor:toScreen(nil, x + self.iw - 128, y + 6, 128, 128)
end
function _M:switchTo(kind)
self.b_talents_sorting.hide = true
self.b_show_equipment.hide = not self.actor.player
self:hideEquipmentFrame() -- turn off special frames for equipment
self:drawDialog(kind, _M.cs_player_dup)
if kind == "general" then self.c_attack.selected = false self.c_defence.selected = false self.c_talents.selected = false self.c_equipment.selected = false
elseif kind == "attack" then self.c_general.selected = false self.c_defence.selected = false self.c_talents.selected = false self.c_equipment.selected = false
elseif kind == "defence" then self.c_attack.selected = false self.c_general.selected = false self.c_talents.selected = false self.c_equipment.selected = false
elseif kind == "talents" then
self.b_talents_sorting.hide = false
self.c_attack.selected = false self.c_general.selected = false self.c_defence.selected = false self.c_equipment.selected = false
elseif kind == "equipment" then self.c_attack.selected = false self.c_general.selected = false self.c_talents.selected = false self.c_defence.selected = false
end
self.last_tab = kind
self:updateKeys()
end
function _M:on_register()
game:onTickEnd(function() self.key:unicodeInput(true) end)
end
function _M:updateKeys()
self.key:addCommands{
_TAB = function() self:tabTabs() end,
__TEXTINPUT = function(c)
if (c == 'u' or c == 'U') and self.actor.player then
self:dump()
elseif (c == 'g' or c == 'G') then
self.c_general:select()
elseif (c == 'a' or c == 'A') then
self.c_attack:select()
elseif (c == 'd' or c == 'D') then
self.c_defence:select()
elseif (c == 't' or c == 'T') then
self.c_talents:select()
elseif (c == 'e' or c == 'E') then
self.c_equipment:select()
elseif (c == 'i' or c == 'I') then
self:showInventory()
elseif (c == 'l' or c == 'L') then
game.key:triggerVirtual("LEVELUP")
end
end,
}
if self.c_equipment.selected then
local OD = self.equip_frame.c_obj_desc
self.key:addCommands{
[{"_UP","ctrl"}] = function() OD.key:triggerVirtual("MOVE_UP") end,
[{"_DOWN","ctrl"}] = function() OD.key:triggerVirtual("MOVE_DOWN") end,
_HOME = function() if OD.scrollbar then OD.scrollbar.pos = 0 end end,
_END = function() if OD.scrollbar then OD.scrollbar.pos = OD.scrollbar.max end end,
_PAGEUP = function() if OD.scrollbar then OD.scrollbar.pos = util.minBound(OD.scrollbar.pos - OD.h, 0, OD.scrollbar.max) end end,
_PAGEDOWN = function() if OD.scrollbar then OD.scrollbar.pos = util.minBound(OD.scrollbar.pos + OD.h, 0, OD.scrollbar.max) end end,
}
end
self.key:addBinds{
EXIT = function() _M.cs_player_dup = game.player:clone() game:unregisterDialog(self) end,
LUA_CONSOLE = function()
if config.settings.cheat then
local DebugConsole = require "engine.DebugConsole"
game:registerDialog(DebugConsole.new())
end
end,
}
end
function _M:tabTabs()
if self.c_general.selected == true then self.c_attack:select()
elseif self.c_attack.selected == true then self.c_defence:select()
elseif self.c_defence.selected == true then self.c_talents:select()
elseif self.c_talents.selected == true then self.c_equipment:select()
elseif self.c_equipment.selected == true then self.c_general:select()
end
end
function _M:mouseZones(t, no_new)
self.c_desc.mouse:registerZones(t)
self.c_desc.can_focus = true
end
function _M:mouseTooltip(text, _, _, _, w, h, x, y)
self:mouseZones({
{ x=x, y=y, 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:mouseLink(link, text, _, _, _, w, h, x, y)
self:mouseZones({
{ x=x, y=y, w=w, h=h, fct=function(button)
game.tooltip_x, game.tooltip_y = 1, 1; game:tooltipDisplayAtMap(game.w, game.h, text)
if button == "left" then
util.browserOpenUrl(link, {is_external=true})
end
end},
}, true)
end
-- Switch between equipment sets (by reference only) for the equip doll
-- This makes sure the equipment shown in the equipdoll matches the tab setting
-- Done this way to make sure the actor's equipment is never actually touched
function _M:updateEquipDollRefs(showset)
local actor, c_doll = self.actor, self.equip_frame.c_doll
local mh1, mh2 = actor.inven[actor.INVEN_MAINHAND], actor.inven[actor.INVEN_QS_MAINHAND]
local oh1, oh2 = actor.inven[actor.INVEN_OFFHAND], actor.inven[actor.INVEN_QS_OFFHAND]
local pf1, pf2 = actor.inven[actor.INVEN_PSIONIC_FOCUS], actor.inven[actor.INVEN_QS_PSIONIC_FOCUS]
local qv1, qv2 = actor.inven[actor.INVEN_QUIVER], actor.inven[actor.INVEN_QS_QUIVER]
if not mh1 or not mh2 or not oh1 or not oh2 then return end
if self.actor.off_weapon_slots then -- make the reference match the inventory dialog
showset = showset == "off" and "main" or "off"
end
--find ui's corresponding to displayed inventory slots and update refs to the displayed slots
local mhui, ohui, qvui, pfui
for i, ui in ipairs(c_doll.uis) do
if ui.ui and ui.ui.inven then
if not ui.ui.inven_name then -- assign inventory names the first time
ui.ui.inven_name = ui.ui.inven.name
end
if ui.ui.inven_name == "MAINHAND" then
ui.ui.inven = showset == "main" and mh1 or mh2
elseif ui.ui.inven_name == "OFFHAND" then
ui.ui.inven = showset == "main" and oh1 or oh2
elseif ui.ui.inven_name == "PSIONIC_FOCUS" then
ui.ui.inven = showset == "main" and pf1 or pf2
elseif ui.ui.inven_name == "QUIVER" then
ui.ui.inven = showset == "main" and qv1 or qv2
end
end
end
return true
end
-- show the equipment inspection area
function _M:showEquipmentFrame()
local EF = self.equip_frame
local uis = {no_reset=true,
{left=EF.c_doll.w, top=self.c_tut.h + self.c_general.h + self.vs.h, ui=EF.vsep},
{left=0, top=self.c_tut.h + self.c_general.h + self.vs.h, ui=EF.c_doll},
{left=EF.c_doll.w + EF.vsep.w + 10, top=self.c_tut.h + self.c_general.h + self.vs.h, ui=EF.c_obj_desc},
}
self:loadUI(uis)
self:setFocus(EF.c_doll)
self:setupUI()
-- set up mouse for this tab
self.mouse:registerZone(self.display_x + 0, self.display_y + self.title_tex.h + self.c_tut.h + self.c_general.h + self.vs.h + 10, self.w, EF.c_doll.h,
function(button, x, y, xrel, yrel, bx, by, event)
--game.log("#PINK#Csheet: c_doll mouse event (local) function: button: %s, (%s, %s), (%s, %s), [%s, %s], event:%s", button, x, y, xrel, yrel, bx, by, event)
if button == "wheelup" and event == "button" then
EF.c_obj_desc.key:triggerVirtual("MOVE_UP")
elseif button == "wheeldown" and event == "button" then
EF.c_obj_desc.key:triggerVirtual("MOVE_DOWN")
end
for i = 1, #EF.c_doll.uis do
local ui = EF.c_doll.uis[i]
--game.log("#GREY#--ui[%d]: (%s,%s) to (%s,%s)", i, ui.x, ui.x + ui.ui.w, ui.y, ui.y + ui.ui.h)
if ui.ui.can_focus and bx >= ui.x and bx <= ui.x + ui.ui.w and by >= ui.y and by <= ui.y + ui.ui.h then
--game.log("#YELLOW#--Setting focus for ui[%d]: (%s,%s) to (%s,%s)", i, ui.x, ui.x + ui.ui.w, ui.y, ui.y + ui.ui.h)
EF.c_doll:setInnerFocus(i)
-- Pass the event
ui.ui.mouse:delegate(button, x, y, xrel, yrel, bx, by, event)
return true
end
end
EF.c_doll:no_focus()
end,
mode, "equip_doll")
end
-- hide the equipment inspection area
function _M:hideEquipmentFrame()
self.mouse:unregisterZone("equip_doll") -- disable equip doll mouse functions
local EF = self.equip_frame
self:toggleDisplay(EF.c_doll, false)
self:toggleDisplay(EF.c_obj_desc, false)
self:toggleDisplay(EF.vsep, false)
end
-- show the inventory screen
function _M:showInventory()
if self.actor.no_inventory_access or not self.actor.player then return end
local d
local titleupdator = self.actor:getEncumberTitleUpdator("Inventory")
local offset = self.actor.off_weapon_slots
d = require("mod.dialogs.ShowEquipInven").new(titleupdator(), self.actor, nil,
function(o, inven, item, button, event)
if not o then return end
local ud = require("mod.dialogs.UseItemDialog").new(event == "button", self.actor, o, item, inven, function(_, _, _, stop)
d:generate()
d:generateList()
d:updateTitle(titleupdator())
if stop then game:unregisterDialog(d) game:unregisterDialog(self)
end
if self.actor.changed then
_M.cs_player_dup = d._actor_to_compare --update comparison info
self:switchTo(self.last_tab) -- force refresh
end
end)
game:registerDialog(ud)
end
)
--overload the switchSets function in ShowEquipInven to update CharacterSheet
d.base_switchSets = d.switchSets
d.switchSets = function(d, which)
d:base_switchSets(which)
if offset ~= self.actor.off_weapon_slots then -- if the sets are switched, update displayed sets also
self:updateEquipDollRefs(self.equip_set)
self.c_equipment:generate() -- Force redraw of equipment tab
end
end
game:registerDialog(d)
d._actor_to_compare = d._actor_to_compare or game.player:clone() -- save comparison info
end
function _M:drawDialog(kind, actor_to_compare)
--game.log("Drawing dialog for %s(%s vs %s)", self.actor.name, tostring(self.actor), actor_to_compare)
self.c_desc.mouse:reset()
self.c_desc.key:reset()
local player = self.actor
local s = self.c_desc.s
s:erase(0,0,0,0)
local h = 0
local w = 0
local text = ""
local dur_text = ""
if player.__te4_uuid and profile.auth and profile.auth.drupid then
local path = "https://te4.org/characters/"..profile.auth.drupid.."/tome/"..player.__te4_uuid
local LinkTxt = "Online URL: #LIGHT_BLUE##{underline}#"..path.."#{normal}#"
local Link_w, Link_h = self.font:size(LinkTxt)
h = self.c_desc.h - Link_h
w = (self.c_desc.w - Link_w) * 0.5
self:mouseLink(path, "You can find your character sheet online", s:drawColorStringBlended(self.font, LinkTxt, w, h, 255, 255, 255, true))
end
local compare_fields = function(item1, item2, field, outformat, diffoutformat, mod, isinversed, nobracets, ...)
mod = mod or 1
isinversed = isinversed or false
local ret = tstring{}
local added = 0
local add = false
local value
if type(field) == "function" then
value = field(item1, ...)
else
value = item1[field]
end
ret:add(outformat:format((value or 0) * mod))
if value then
add = true
end
local value2
if item2 then
if type(field) == "function" then
value2 = field(item2, ...)
else
value2 = item2[field]
end
end
if value and value2 and value2 ~= value then
if added == 0 and not nobracets then
ret:add(" (")
elseif added > 1 then
ret:add(" / ")
end
added = added + 1
add = true
if isinversed then
ret:add(value2 < value and {"color","RED"} or {"color","LIGHT_GREEN"}, diffoutformat:format(((value or 0) - value2) * mod), {"color", "LAST"})
else
ret:add(value2 > value and {"color","RED"} or {"color","LIGHT_GREEN"}, diffoutformat:format(((value or 0) - value2) * mod), {"color", "LAST"})
end
end
if added > 0 and not nobracets then
ret:add(")")
end
if add then
return ret:toString()
end
return nil
end
local compare_table_fields = function(item1, item2, field, outformat, text, kfunct, mod, isinversed)
mod = mod or 1
isinversed = isinversed or false
local ret = tstring{}
local added = 0
local add = false
ret:add(text)
local tab = {}
if item1[field] then
for k, v in pairs(item1[field]) do
tab[k] = {}
tab[k][1] = v
end
end
if item2[field] then
for k, v in pairs(item2[field]) do
tab[k] = tab[k] or {}
tab[k][2] = v
end
end
local count1 = 0
for k, v in pairs(tab) do
local count = 0
if isinversed then
ret:add(("%s"):format((count1 > 0) and " / " or ""), (v[1] or 0) > 0 and {"color","RED"} or {"color","LIGHT_GREEN"}, outformat:format((v[1] or 0)), {"color","LAST"})
else
ret:add(("%s"):format((count1 > 0) and " / " or ""), (v[1] or 0) < 0 and {"color","RED"} or {"color","LIGHT_GREEN"}, outformat:format((v[1] or 0)), {"color","LAST"})
end
count1 = count1 + 1
if v[1] then
add = true
end
for kk, vv in pairs(v) do
if kk > 1 and (v[1] or 0) ~= vv then
if count == 0 then
ret:add("(")
elseif count > 0 then
ret:add(" / ")
end
if isinversed then
ret:add((v[1] or 0) > vv and {"color","RED"} or {"color","LIGHT_GREEN"}, outformat:format((v[1] or 0) - vv), {"color","LAST"})
else
ret:add((v[1] or 0) < vv and {"color","RED"} or {"color","LIGHT_GREEN"}, outformat:format((v[1] or 0) - vv), {"color","LAST"})
end
add = true
count = count + 1
end
end
if count > 0 then
ret:add(")")
end
ret:add(kfunct(k))
end
if add then
return ret:toString()
end
return nil
end
if kind == "general" then
local cur_exp, max_exp = player.exp, player:getExpChart(player.level+1)
h = 0
w = 0
s:drawStringBlended(self.font, "Sex : "..((player.descriptor and player.descriptor.sex) or (player.female and "Female" or "Male")), w, h, 0, 200, 255, true) h = h + self.font_h
s:drawStringBlended(self.font, (player.descriptor and "Race : " or "Type : ")..((player.descriptor and player.descriptor.subrace) or player.type:capitalize()), w, h, 0, 200, 255, true) h = h + self.font_h
s:drawStringBlended(self.font, (player.descriptor and "Class: " or "Stype: ")..((player.descriptor and player.descriptor.subclass) or player.subtype:capitalize()), w, h, 0, 200, 255, true)
if player:attr("forbid_arcane") then
local follow = (player.faction == "zigur" or player:attr("zigur_follower")) and "Zigur follower" or "Antimagic adherent"
self:mouseTooltip(self.TOOLTIP_ANTIMAGIC_USER, s:drawColorStringBlended(self.font, "#ORCHID#"..follow, w+200, h, 255, 255, 255, true))
end
h = h + self.font_h
s:drawStringBlended(self.font, "Size : "..(player:TextSizeCategory():capitalize()), w, h, 0, 200, 255, true) h = h + self.font_h
h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_LEVEL, s:drawColorStringBlended(self.font, "Level: #00ff00#"..player.level, w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_LEVEL, s:drawColorStringBlended(self.font, ("Exp : #00ff00#%2d%%"):format(100 * cur_exp / max_exp), w, h, 255, 255, 255, true)) h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_GOLD, s:drawColorStringBlended(self.font, ("Gold : #00ff00#%0.2f"):format(player.money), w, h, 255, 255, 255, true)) h = h + self.font_h
h = h + self.font_h
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Resources:", w, h, 255, 255, 255, true) h = h + self.font_h
text = compare_fields(player, actor_to_compare, "max_life", "%d", "%+.0f max")
if player.die_at ~= 0 or (actor_to_compare and actor_to_compare.die_at ~=0) then
text = text .. " #a08080#[" .. compare_fields(player, actor_to_compare, "die_at", "die:%+d","%+.0f", 1, true) .. "]"
end
self:mouseTooltip(self.TOOLTIP_LIFE, s:drawColorStringBlended(self.font, ("#c00000#Life : #00ff00#%d/%s"):format(player.life, text), w, h, 255, 255, 255, true)) h = h + self.font_h
-- general resources
for res, res_def in ipairs(player.resources_def) do
local rname = res_def.short_name
local val_text, reg_text
if not res_def.hidden_resource and player:knowTalent(res_def.talent) then
local status_text = table.get(res_def.CharacterSheet, "status_text") or res_def.status_text
if status_text then --use resource specific status text if available
val_text = status_text(player, actor_to_compare, compare_fields)
else -- generate std. status text
local show_min = not player[res_def.getMaxFunction](player) and player[res_def.getMinFunction](player)
text = compare_fields(player, actor_to_compare, function(act) return act[show_min and res_def.getMinFunction or res_def.getMaxFunction](act) or 0 end, "%d", "%+.0f "..(show_min and "min" or "max"), nil, show_min)
val_text = ("%d/%s"):format(player[res_def.getFunction](player), text)
end
local tt = self["TOOLTIP_"..rname:upper()] or ([[#GOLD#%s#LAST#
%s]]):format(res_def.name, res_def.description or "No Description")
-- display regen property if present
if (player[res_def.regen_prop] and player[res_def.regen_prop] ~= 0) or (actor_to_compare and actor_to_compare[res_def.regen_prop] and actor_to_compare[res_def.regen_prop] ~= 0) then
local _, reg_fmt = string.limit_decimals(player[res_def.regen_prop], 3, "+")
reg_text = compare_fields(player, actor_to_compare, function(act) return act[res_def.regen_prop] or 0 end, reg_fmt, reg_fmt, nil, res_def.invert_values)
reg_text = ((player[res_def.regen_prop] or 0)*(res_def.invert_values and -1 or 1) >= 0 and "#LIGHT_GREEN#" or "#LIGHT_RED#")..reg_text.."#LAST#"
end
self:mouseTooltip(tt, s:drawColorStringBlended(self.font, ("%s%-8.8s: #00ff00#%s "):format(res_def.color or "#WHITE#", res_def.name, val_text), w, h, 255, 255, 255, true))
if reg_text then
tt = ([[#GOLD#%s Recovery/Depletion#LAST#
The amount of %s automatically gained or lost each turn.]]):format(res_def.name, res_def.name:lower())
self:mouseTooltip(tt, s:drawColorStringBlended(self.font, " "..reg_text, self.w*.17, h, 255, 255, 255, true))
end
h = h + self.font_h
end
end
-- special resources
if player:getMaxFeedback() > 0 then
text = compare_fields(player, actor_to_compare, "psionic_feedback_max", "%d", "%+.0f")
local tt = self.TOOLTIP_FEEDBACK..("Current Feedback gain is %0.1f%% of damage taken."):format(player:callTalent(player.T_FEEDBACK_POOL, "getFeedbackRatio")*100)
self:mouseTooltip(tt, s:drawColorStringBlended(self.font, ("#7fffd4#Feedback: #00ff00#%d/%s"):format(player:getFeedback(), text), w, h, 255, 255, 255, true))
local decay_text = compare_fields(player, actor_to_compare, function(act) return act:getFeedbackDecay() end, (player:getFeedbackDecay() > 0 and "#LIGHT_RED#" or "#LIGHT_GREEN#").."%+0.1f", "%+.1f", -1, true)
if decay_text then
self:mouseTooltip(tt, s:drawColorStringBlended(self.font, " "..decay_text, self.w*.17, h, 255, 255, 255, true))
end
h = h + self.font_h
end
-- could put a hook here for any really strange resources
-- Note: color codes confusing %xs format
h = 0
w = self.w * 0.25
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Speeds:", w, h, 255, 255, 255, true) h = h + self.font_h
local color = player.global_speed
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, "global_speed", color.."%.1f%%", "%+.1f%%",100)
self:mouseTooltip(self.TOOLTIP_SPEED_GLOBAL, s:drawColorStringBlended(self.font, ("Global speed : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
color = 1/player:getSpeed("movement")
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, function(actor) return (1/actor:getSpeed("movement")) end, color.."%.1f%%", "%+.1f%%", 100)
self:mouseTooltip(self.TOOLTIP_SPEED_MOVEMENT, s:drawColorStringBlended(self.font, ("Movement speed: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
color = 1/player:getSpeed("spell")
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, function(actor, ...) return 1/actor:getSpeed("spell") end, color.."%.1f%%", "%+.1f%%", 100)
self:mouseTooltip(self.TOOLTIP_SPEED_SPELL, s:drawColorStringBlended(self.font, ("Spell speed : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
color = 1/player:getSpeed("weapon")
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, function(actor, ...) return 1/actor:getSpeed("weapon") end, color.."%.1f%%", "%+.1f%%", 100)
self:mouseTooltip(self.TOOLTIP_SPEED_ATTACK, s:drawColorStringBlended(self.font, ("Attack speed : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
color = 1/player:getSpeed("mind")
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, function(actor, ...) return 1/actor:getSpeed("mind") end, color.."%.1f%%", "%+.1f%%", 100)
self:mouseTooltip(self.TOOLTIP_SPEED_MENTAL, s:drawColorStringBlended(self.font, ("Mental speed : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
h = h + self.font_h
if player.died_times then
text = compare_fields(player, actor_to_compare, function(actor) return #actor.died_times end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_LIVES, s:drawColorStringBlended(self.font, ("Times died : #00ff00#%s"):format(text), w, h, 255, 255, 255, true))
if player:attr("blood_life") then
self:mouseTooltip(self.TOOLTIP_BLOOD_LIFE, s:drawColorStringBlended(self.font, "#DARK_RED#Blood of Life", w+200, h, 255, 255, 255, true))
end
h = h + self.font_h
end
if player.easy_mode_lifes then
text = compare_fields(player, actor_to_compare, "easy_mode_lifes", "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_LIVES, s:drawColorStringBlended(self.font, ("Lives left : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
color = player.healing_factor
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, function(actor) return util.bound((actor.healing_factor or 1), 0, 2.5) end, color.."%.1f%%", "%+.1f%%", 100)
self:mouseTooltip(self.TOOLTIP_HEALING_MOD, s:drawColorStringBlended(self.font, ("Healing mod. : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
color = player.life_regen
color = color >= 0 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, "life_regen", color.."%.1f", "%+.1f")
self:mouseTooltip(self.TOOLTIP_LIFE_REGEN, s:drawColorStringBlended(self.font, ("Life regen : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor) return actor.life_regen * util.bound((actor.healing_factor or 1), 0, 2.5) end, "%.2f", "%+.2f")
self:mouseTooltip(self.TOOLTIP_LIFE_REGEN, s:drawColorStringBlended(self.font, ("(with heal mod): #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
h = h + self.font_h
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Vision:", w, h, 255, 255, 255, true) h = h + self.font_h
text = compare_fields(player, actor_to_compare, "lite", "%d", "%+.0f")
if text then
self:mouseTooltip(self.TOOLTIP_VISION_LITE, s:drawColorStringBlended(self.font, ("Light radius : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
text = compare_fields(player, actor_to_compare, "sight", "%d", "%+.0f")
if text then
self:mouseTooltip(self.TOOLTIP_VISION_SIGHT, s:drawColorStringBlended(self.font, ("Vision range : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
text = compare_fields(player, actor_to_compare, function(actor) return (actor:attr("infravision") or actor:attr("heightened_senses")) and math.max((actor.heightened_senses or 0), (actor.infravision or 0)) end, "%d", "%+.0f")
if text then
self:mouseTooltip(self.TOOLTIP_VISION_INFRA, s:drawColorStringBlended(self.font, ("Heighten Senses: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
text = compare_fields(player, actor_to_compare, function(actor) return actor:attr("see_traps") and (actor:attr("see_traps") or 0) end, "%.1f", "%+.1f")
if text then
self:mouseTooltip(self.TOOLTIP_SEE_TRAPS, s:drawColorStringBlended(self.font, ("Detect Traps : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
text = compare_fields(player, actor_to_compare, function(who) return who:attr("stealth") and who.stealth + (who:attr("inc_stealth") or 0) end, "%.1f", "%+.1f")
if text then
self:mouseTooltip(self.TOOLTIP_VISION_STEALTH, s:drawColorStringBlended(self.font, ("Stealth : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
text = compare_fields(player, actor_to_compare, function(actor) return actor:combatSeeStealth() end, "%.1f", "%+.1f")
if text then
self:mouseTooltip(self.TOOLTIP_VISION_SEE_STEALTH, s:drawColorStringBlended(self.font, ("See stealth : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
text = compare_fields(player, actor_to_compare, "invisible", "%.1f", "%+.1f")
if text then
self:mouseTooltip(self.TOOLTIP_VISION_INVISIBLE, s:drawColorStringBlended(self.font, ("Invisibility : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
text = compare_fields(player, actor_to_compare, function(actor) return actor:combatSeeInvisible() end, "%.1f", "%+.1f")
if text then
self:mouseTooltip(self.TOOLTIP_VISION_SEE_INVISIBLE, s:drawColorStringBlended(self.font, ("See invisible : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
local any_esp = false
local esps_compare = {}
if actor_to_compare and actor_to_compare.esp_all and actor_to_compare.esp_all ~= 0 then
esps_compare["All"] = {}
esps_compare["All"][1] = v
any_esp = true
end
if player.esp_all and player.esp_all ~= 0 then
esps_compare["All"] = esps_compare["All"] or {}
esps_compare["All"][2] = v
any_esp = true
end
for type, v in pairs(actor_to_compare and (actor_to_compare.esp or {}) or {}) do
if v ~= 0 then
esps_compare[type] = {}
esps_compare[type][1] = v
any_esp = true
end
end
for type, v in pairs(player.esp or {}) do
if v ~= 0 then
esps_compare[type] = esps_compare[type] or {}
esps_compare[type][2] = v
any_esp = true
end
end
if any_esp then
text = compare_fields(player, actor_to_compare, "esp_range", "%d", "%+.0f")
if text then
self:mouseTooltip(self.TOOLTIP_ESP_RANGE, s:drawColorStringBlended(self.font, ("Telepathy range: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
-- player.forbid_arcane
-- player.exp_mod
-- player.can_breath[]
h = 0
w = self.w * 0.5
self:mouseTooltip(self.TOOLTIP_STATS, s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Stats: Base/Current", w, h, 255, 255, 255, true)) h = h + self.font_h
local print_stat = function(stat, name, tooltip)
local StatVal = player:getStat(stat, nil, nil, true)
local StatTxt = ""
text = compare_fields(player, actor_to_compare, function(actor) return actor:getStat(stat, nil, nil, true) end, "", "%+.0f", 1, false, true)
local text2 = compare_fields(player, actor_to_compare, function(actor) return actor:getStat(stat) end, "", "%+.0f", 1, false, true)
local text3 = ("(%s / %s)"):format(text~="" and text or "0", text2~="" and text2 or "0")
if text3 == "(0 / 0)" then
text3 = ""
end
StatTxt = ("%s: #00ff00#%3d / %d#LAST#%s"):format(name, player:getStat(stat, nil, nil, true), player:getStat(stat), text3)
self:mouseTooltip(tooltip, s:drawColorStringBlended(self.font, StatTxt, w, h, 255, 255, 255, true)) h = h + self.font_h
end
print_stat(self.actor.STAT_STR, ("%-12s"):format(Stats.stats_def[self.actor.STAT_STR].name:capitalize()), self.TOOLTIP_STR)
print_stat(self.actor.STAT_DEX, ("%-12s"):format(Stats.stats_def[self.actor.STAT_DEX].name:capitalize()), self.TOOLTIP_DEX)
print_stat(self.actor.STAT_CON, ("%-12s"):format(Stats.stats_def[self.actor.STAT_CON].name:capitalize()), self.TOOLTIP_CON)
print_stat(self.actor.STAT_MAG, ("%-12s"):format(Stats.stats_def[self.actor.STAT_MAG].name:capitalize()), self.TOOLTIP_MAG)
print_stat(self.actor.STAT_WIL, ("%-12s"):format(Stats.stats_def[self.actor.STAT_WIL].name:capitalize()), self.TOOLTIP_WIL)
print_stat(self.actor.STAT_CUN, ("%-12s"):format(Stats.stats_def[self.actor.STAT_CUN].name:capitalize()), self.TOOLTIP_CUN)
h = h + self.font_h
local nb_inscriptions = 0
for i = 1, player.max_inscriptions do if player.inscriptions[i] then nb_inscriptions = nb_inscriptions + 1 end end
self:mouseTooltip(self.TOOLTIP_INSCRIPTIONS, s:drawColorStringBlended(self.font, ("#AQUAMARINE#Inscriptions (%d/%d)"):format(nb_inscriptions, player.max_inscriptions), w, h, 255, 255, 255, true)) h = h + self.font_h
for i = 1, player.max_inscriptions do if player.inscriptions[i] then
local t = player:getTalentFromId("T_"..player.inscriptions[i])
local desc = player:getTalentFullDescription(t)
self:mouseTooltip("#GOLD##{bold}#"..t.name.."#{normal}##WHITE#\n"..tostring(desc), s:drawColorStringBlended(self.font, ("#LIGHT_GREEN#%s"):format(t.name), w, h, 255, 255, 255, true)) h = h + self.font_h
end end
if any_esp then
h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_ESP, s:drawColorStringBlended(self.font, ("Telepathy of: "), w, h, 255, 255, 255, true)) h = h + self.font_h
if not esps_compare["All"] or not esps_compare["All"][2] or esps_compare["All"][2] == 0 then
for type, v in pairs(esps_compare) do
self:mouseTooltip(self.TOOLTIP_ESP, s:drawColorStringBlended(self.font, ("%s%s "):format(v[2] and (v[1] and "#GOLD#" or "#00ff00#") or "#ff0000#", type:capitalize()), w, h, 255, 255, 255, true)) h = h + self.font_h
end
else
self:mouseTooltip(self.TOOLTIP_ESP_ALL, s:drawColorStringBlended(self.font, ("%sAll "):format(esps_compare["All"][2] and (esps_compare["All"][1] and "#GOLD#" or "#00ff00#") or "#ff0000#"), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
h = 0
w = self.w * 0.77
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Current effects:", w, h, 255, 255, 255, true) h = h + self.font_h
for tid, act in pairs(player.sustain_talents) do
if act then
local t = player:getTalentFromId(tid)
local desc = "#GOLD##{bold}#"..t.name.."#{normal}##WHITE#\n"..tostring(player:getTalentFullDescription(t))
self:mouseTooltip(desc, s:drawColorStringBlended(self.font, ("#LIGHT_GREEN#%s"):format(player:getTalentFromId(tid).name), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
for eff_id, p in pairs(player.tmp) do
local e = player.tempeffect_def[eff_id]
local desc = e.long_desc(player, p)
if e.status == "detrimental" then
self:mouseTooltip(desc, s:drawColorStringBlended(self.font, ("#LIGHT_RED#%s"):format(e.desc), w, h, 255, 255, 255, true)) h = h + self.font_h
else
self:mouseTooltip(desc, s:drawColorStringBlended(self.font, ("#LIGHT_GREEN#%s"):format(e.desc), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
elseif kind=="attack" then
h = 0
w = 0
-- get the combat stats for weapon by inventory and slot
local function get_combat_stats(actor, type, inven_id, item)
local o = table.get(actor:getInven(inven_id), item)
local mean
local ammo
local atk
local dmg
local apr
local crit
local crit_power = 0
local aspeed
local range
local mspeed
local dam, archery
ammo = table.get(actor:getInven("QUIVER"), 1)
archery = o and o.archery and ammo and ammo.archery_ammo == o.archery and ammo.combat and (type ~= "offhand" or actor:attr("can_offshoot")) and (type ~= "psionic" or actor:attr("psi_focus_combat")) -- ranged combat
if type == "psionic" then
if not o or o.archery and not archery then return end
actor:attr("use_psi_combat", 1)
end
if not o or (o.archery and not archery) or actor:attr("disarmed") then -- unarmed
mean = actor.combat
dmg = actor:combatDamage(mean) * (mean.dam_mult or 1)
atk = actor:combatAttack(mean)
apr = actor:combatAPR(mean)
crit = actor:combatCrit(mean)
crit_power = mean.crit_power
aspeed = 1/actor:combatSpeed(mean)
archery = false
else -- weapon combat
mean = o and (o.special_combat and (o.slot == actor.inven[inven_id].name or actor:knowTalent(actor.T_STONESHIELD)) and o.special_combat) or actor:getObjectCombat(o, type == "psionic" and "mainhand" or type) or actor.combat -- handles stone wardens
if archery then -- ranged combat
dam = ammo.combat
atk = actor:combatAttackRanged(mean, dam)
dmg = actor:combatDamage(mean, nil, dam) * (mean.dam_mult or 1)
apr = actor:combatAPR(mean) + (dam.apr or 0)
crit_power = (mean.crit_power or 0) + (dam.crit_power or 0)
range = math.max(mean.range or 6, actor:attr("archery_range_override") or 1)
mspeed = 10 + (actor.combat.travel_speed or 0) + (mean.travel_speed or 0) + (dam.travel_speed or 0)
else -- melee combat
dam = o.combat
atk = actor:combatAttack(mean)
dmg = actor:combatDamage(mean) * (type == "offhand" and mean.talented ~= "shield" and actor:getOffHandMult(dam) or 1) * (mean.dam_mult or 1)
apr = actor:combatAPR(mean)
crit_power = mean.crit_power
end
crit = actor:combatCrit(dam)
aspeed = 1/actor:combatSpeed(mean)
end
if type == "psionic" then actor:attr("use_psi_combat", -1) end
return {obj=o, atk=atk, dmg=dmg, apr=apr, crit=crit, crit_power=crit_power, aspeed=aspeed, range=range, mspeed=mspeed, archery=archery, mean=mean, ammo=ammo, block=mean.block, talented=mean.talented}
end
-- display the combat (comparison) stats for a combat slot
local function display_combat_stats(text, player, actor_to_compare, inven_id, type, item)
local combat = get_combat_stats(player, type, inven_id, item)
if not combat then return end
local combatc = actor_to_compare and get_combat_stats(actor_to_compare, type, inven_id, item) or {}
local color
local weap_type = combat.talented or table.get(combat.mean, "talented")
local text2 = (combat.obj and combat.obj.slot_forbid == "OFFHAND" and "Two-Handed, " or "")..(weap_type and weap_type or "")
s:drawColorStringBlended(self.font, (text or "Weapon")..(weap_type and " ("..text2..")" or "")..":", w, h, 255, 255, 255, true) h = h + self.font_h
text = compare_fields(player, actor_to_compare,
function(actor, ...)
return actor == actor_to_compare and combatc.atk or combat.atk
end,
"%3d", "%+.0f", 1, false, false, mean, dam)
self:mouseTooltip(self.TOOLTIP_COMBAT_ATTACK, s:drawColorStringBlended(self.font, ("Accuracy : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare,
function(actor, ...)
return actor == actor_to_compare and combatc.dmg or combat.dmg
end,
"%3d", "%+.0f", 1, false, false, dam)
self:mouseTooltip(self.TOOLTIP_COMBAT_DAMAGE, s:drawColorStringBlended(self.font, ("Damage : #00ff00#%s"):format(text), w, h, 255, 255, 255, true))
if combat.block then -- or combatc and combatc.block then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == actor_to_compare and combatc.block or combat.block end, "%3d", "%+.0f", 1, false, false, dam)
self:mouseTooltip(self.TOOLTIP_COMBAT_BLOCK, s:drawColorStringBlended(self.font, ("Block : #00ff00#%s"):format(text), self.w*.14, h, 255, 255, 255, true))-- h = h + self.font_h
end
h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == actor_to_compare and combatc.apr or combat.apr end, "%3d", "%+.0f", 1, false, false, dam)
self:mouseTooltip(self.TOOLTIP_COMBAT_APR, s:drawColorStringBlended(self.font, ("APR : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == actor_to_compare and combatc.crit or combat.crit end, "%3d%%", "%+.0f%%", 1, false, false, dam)
self:mouseTooltip(self.TOOLTIP_COMBAT_CRIT, s:drawColorStringBlended(self.font, ("Crit. chance : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
if combat.crit_power and combat.crit_power ~= 0 or combatc.crit_power and combatc.crit_power ~= 0 then
text = compare_fields(player, actor_to_compare, function(actor, ...) return 150 + (actor.combat_critical_power or 0) + (actor == actor_to_compare and combatc.crit_power or combat.crit_power) end, "%3d%%", "%+.0f%%", 1, false, false, dam)
self:mouseTooltip(self.TOOLTIP_INC_CRIT_POWER, s:drawColorStringBlended(self.font, ("Crit. power : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
color = combat.aspeed
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == actor_to_compare and combatc.aspeed or combat.aspeed end, color.."%.1f%%", "%+.1f%%", 100, false, false, mean)
self:mouseTooltip(self.TOOLTIP_COMBAT_SPEED, s:drawColorStringBlended(self.font, ("Attack Speed : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
if combat.archery then -- display range and projectile speed
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == actor_to_compare and combatc.range or combat.range end, "range %2d", "%+d", 1, false, false, mean)
local text2 = compare_fields(player, actor_to_compare, function(actor, ...) return actor == actor_to_compare and combatc.mspeed or combat.mspeed end, "speed %3d%%", "%+.0f%%", 100, false, false, dam)
self:mouseTooltip(self.TOOLTIP_ARCHERY_RANGE_SPEED, s:drawColorStringBlended(self.font, ("Archery : #00ff00#%s, %s"):format(text, text2), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
local color
local mainhand = player:getInven(player.INVEN_MAINHAND)
local double_weapon
if mainhand and (#mainhand > 0) and not player:attr("disarmed") then
for i, o in ipairs(player:getInven(player.INVEN_MAINHAND)) do
if not double_weapon and o.double_weapon then double_weapon = i end
display_combat_stats("#LIGHT_BLUE#Main Hand", player, actor_to_compare, player.INVEN_MAINHAND, "mainhand", i) h = h + self.font_h
end
else -- Handle bare-handed combat
display_combat_stats("#LIGHT_BLUE#Unarmed", player, actor_to_compare, player.INVEN_MAINHAND, "barehand", 1) h = h + self.font_h
end
-- All weapons in off hands
-- Most offhand attacks are with a damage penalty, that can be reduced by talents
local count = 0
if player:getInven(player.INVEN_OFFHAND) then
for i, o in ipairs(player:getInven(player.INVEN_OFFHAND)) do
count = count + 1
display_combat_stats("#LIGHT_BLUE#Offhand"..(player:attr("disarmed") and " (disabled)" or ""), player, actor_to_compare, player.INVEN_OFFHAND, "offhand", i) h = h + self.font_h
end
end
-- special case: double weapon in mainhand
if double_weapon and count == 0 then
display_combat_stats("#LIGHT_BLUE#Offhand-Dual Weapon"..(player:attr("disarmed") and " (disabled)" or ""), player, actor_to_compare, player.INVEN_MAINHAND, "offhand", double_weapon) h = h + self.font_h
end
-- Psionic Focus weapon if present (only 1 slot)
if player:getInven(player.INVEN_PSIONIC_FOCUS) and player:attr("psi_focus_combat") then
display_combat_stats("#LIGHT_BLUE#Psionic Focus", player, actor_to_compare, player.INVEN_PSIONIC_FOCUS, "psionic", 1) h = h + self.font_h
end
h = 0
w = self.w * 0.25
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Physical:", w, h, 255, 255, 255, true) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatPhysicalpower() end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_PHYSICAL_POWER, s:drawColorStringBlended(self.font, ("Phys. Power: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatCrit() end, "%d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_PHYSICAL_CRIT, s:drawColorStringBlended(self.font, ("Crit. chance: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
h = h + self.font_h
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Magical:", w, h, 255, 255, 255, true) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatSpellpower() end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_SPELL_POWER, s:drawColorStringBlended(self.font, ("Spellpower : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatSpellCrit() end, "%d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_SPELL_CRIT, s:drawColorStringBlended(self.font, ("Crit. chance: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
color = 1/player:combatSpellSpeed()
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, function(actor, ...) return 1/actor:combatSpellSpeed() end, color.."%.1f%%", "%+.1f%%", 100)
self:mouseTooltip(self.TOOLTIP_SPELL_SPEED, s:drawColorStringBlended(self.font, ("Spell speed : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return (1 - (actor.spell_cooldown_reduction or 0)) * 100 end, "%3d%%", "%+.0f%%", nil, true)
self:mouseTooltip(self.TOOLTIP_SPELL_COOLDOWN , s:drawColorStringBlended(self.font, ("Spell cooldown: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
h = h + self.font_h
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Mental:", w, h, 255, 255, 255, true) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatMindpower() end, "%3d", "%+.0f")
dur_text = ("%d"):format(math.floor(player:combatMindpower()/5))
self:mouseTooltip(self.TOOLTIP_MINDPOWER, s:drawColorStringBlended(self.font, ("Mindpower: #00ff00#%s"):format(text, dur_text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatMindCrit() end, "%d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_MIND_CRIT, s:drawColorStringBlended(self.font, ("Crit. chance: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
color = 1/player:combatMindSpeed()
color = color >= 1 and "#LIGHT_GREEN#" or "#LIGHT_RED#"
text = compare_fields(player, actor_to_compare, function(actor, ...) return 1/actor:combatMindSpeed() end, color.."%.1f%%", "%+.1f%%", 100)
self:mouseTooltip(self.TOOLTIP_MIND_SPEED, s:drawColorStringBlended(self.font, ("Mind speed : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
-- Hook to display additional types of attack power
local hd = {"CharacterSheet:Attack:power", player=player, actor_to_compare=actor_to_compare, h=h, w=w, s=s, compare_fields = compare_fields}
if self:triggerHook(hd) then
w, h = hd.w, hd.h
end
h = 0
w = self.w * 0.5
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Damage Modifiers:", w, h, 255, 255, 255, true) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return 150 + (actor.combat_critical_power or 0) end, "%3d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_INC_CRIT_POWER , s:drawColorStringBlended(self.font, ("Critical mult.: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
if player.inc_damage.all and player.inc_damage.all ~= 0 or (actor_to_compare and actor_to_compare.inc_damage.all and actor_to_compare.inc_damage.all ~= 0) then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor.inc_damage and actor.inc_damage.all or 0 end, "%3d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_INC_DAMAGE_ALL, s:drawColorStringBlended(self.font, ("All damage : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
-- Specific Damage type increases
local all_damage = player.inc_damage.all and player.inc_damage.all or 0
for i, t in pairs(DamageType.dam_def) do
local valn = player.inc_damage[DamageType[t.type]] or 0
local valo = actor_to_compare and actor_to_compare.inc_damage[DamageType[t.type]] or valn
if valn~=0 or valo~=0 then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatGetDamageIncrease(DamageType[t.type]) end, "%+3d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_INC_DAMAGE, s:drawColorStringBlended(self.font, ("%s%-20s: #00ff00#%s"):format((t.text_color or "#WHITE#"), t.name:capitalize().."#LAST#", text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
--Damage vs actor types
if player.inc_damage_actor_type or actor_to_compare and actor_to_compare.inc_damage_actor_type then
local types = {}
if player.inc_damage_actor_type then table.merge(types, player.inc_damage_actor_type) end
if actor_to_compare and actor_to_compare.inc_damage_actor_type then table.merge(types, actor_to_compare.inc_damage_actor_type) end
for t, v in pairs(types) do
local valn = player.inc_damage_actor_type and player.inc_damage_actor_type[t] or 0
local valo = actor_to_compare and actor_to_compare.inc_damage_actor_type and actor_to_compare.inc_damage_actor_type[t] or 0
if valn~=0 or valo~=0 then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == player and valn or actor == actor_to_compare and valo or 0 end, "%+3d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_INC_DAMAGE_ACTOR, s:drawColorStringBlended(self.font, ("%s%-20s: #00ff00#%s"):format("#ORANGE#", "vs "..t:capitalize().."#LAST#", text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
end
h = 0
w = self.w * 0.75
--Resist penetration
text=[[#GOLD#Restance Penetration#LAST#
Ability to reduce opponent resistances to your damage]]
self:mouseTooltip(text, s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Damage penetration:", w, h, 255, 255, 255, true)) h = h + self.font_h
if player.resists_pen.all then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor.resists_pen and actor.resists_pen.all or 0 end, "%3d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_RESISTS_PEN_ALL, s:drawColorStringBlended(self.font, ("All damage : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
for i, t in pairs(DamageType.dam_def) do
local valn = player.resists_pen[DamageType[t.type]] or 0
local valo = actor_to_compare and actor_to_compare.resists_pen[DamageType[t.type]] or 0
if valn~=0 or valo~=0 then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatGetResistPen(DamageType[t.type]) end, "%3d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_RESISTS_PEN, s:drawColorStringBlended(self.font, ("%s%-20s: #00ff00#%s"):format((t.text_color or "#WHITE#"), t.name:capitalize().."#LAST#", text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
-- melee project
if next(player.melee_project) or (actor_to_compare and next(actor_to_compare.melee_project)) then
h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_MELEE_PROJECT_INNATE, s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Additional Melee Damage:", w, h, 255, 255, 255, true)) h = h + self.font_h
for i, t in pairs(DamageType.dam_def) do
local valn = player.melee_project[DamageType[t.type]] and player:damDesc(t.type, player.melee_project[DamageType[t.type]]) or 0
local valo = actor_to_compare and actor_to_compare.melee_project[DamageType[t.type]] and actor_to_compare:damDesc(t, actor_to_compare.melee_project[DamageType[t.type]]) or 0
if valn~=0 or valo~=0 then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == player and valn or actor == actor_to_compare and valo or 0 end, "%3d", "%+d")
self:mouseTooltip(self.TOOLTIP_MELEE_PROJECT_INNATE, s:drawColorStringBlended(self.font, ("%s%-20s: #00ff00#%s"):format((t.text_color or "#WHITE#"), t.name:capitalize().."#LAST#", text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
end
-- ranged project
if next(player.ranged_project) or (actor_to_compare and next(actor_to_compare.ranged_project)) then
h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_RANGED_PROJECT_INNATE, s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Additional Ranged Damage:", w, h, 255, 255, 255, true)) h = h + self.font_h
for i, t in pairs(DamageType.dam_def) do
local valn = player.ranged_project[DamageType[t.type]] and player:damDesc(t.type, player.ranged_project[DamageType[t.type]]) or 0
local valo = actor_to_compare and actor_to_compare.ranged_project[DamageType[t.type]] and actor_to_compare:damDesc(t, actor_to_compare.ranged_project[DamageType[t.type]]) or 0
if valn~=0 or valo~=0 then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == player and valn or actor == actor_to_compare and valo or 0 end, "%3d", "%+d")
self:mouseTooltip(self.TOOLTIP_RANGED_PROJECT_INNATE, s:drawColorStringBlended(self.font, ("%s%-20s: #00ff00#%s"):format((t.text_color or "#WHITE#"), t.name:capitalize().."#LAST#", text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
end
elseif kind=="defence" then
h = 0
w = 0
local ArmorTxt = "#LIGHT_BLUE#"
if player:hasHeavyArmor() then
ArmorTxt = ArmorTxt.."Heavy armor"
elseif player: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
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatFatigue() end, "%3d%%", "%+.0f%%", 1, true)
self:mouseTooltip(self.TOOLTIP_FATIGUE, s:drawColorStringBlended(self.font, ("Fatigue : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatArmorHardiness() end, "%3d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_ARMOR_HARDINESS, s:drawColorStringBlended(self.font, ("Armor Hardiness : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatArmor() end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_ARMOR, s:drawColorStringBlended(self.font, ("Armor : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatDefense(true) end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_DEFENSE, s:drawColorStringBlended(self.font, ("Defense : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatDefenseRanged(true) end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_RDEFENSE,s:drawColorStringBlended(self.font, ("Ranged Defense : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatCritReduction() end, "%d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_CRIT_REDUCTION,s:drawColorStringBlended(self.font, ("Crit. Reduction : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:attr("ignore_direct_crits") or 0 end, "%d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_CRIT_SHRUG,s:drawColorStringBlended(self.font, ("Crit. Shrug Off : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
h = h + self.font_h
self:mouseTooltip(self.TOOLTIP_SAVES, s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Saves:", w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return math.floor(actor:combatPhysicalResist(true)) end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_PHYS_SAVE, s:drawColorStringBlended(self.font, ("Physical: #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return math.floor(actor:combatSpellResist(true)) end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_SPELL_SAVE, s:drawColorStringBlended(self.font, ("Spell : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
text = compare_fields(player, actor_to_compare, function(actor, ...) return math.floor(actor:combatMentalResist(true)) end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_MENTAL_SAVE, s:drawColorStringBlended(self.font, ("Mental : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
-- Hook to display additional types of saves
local hd = {"CharacterSheet:Defence:saves", player=player, actor_to_compare=actor_to_compare, h=h, w=w, s=s, compare_fields = compare_fields}
if self:triggerHook(hd) then
w, h = hd.w, hd.h
end
h = 0
w = self.w * 0.25
-- Damage Resistance
self:mouseTooltip(self.TOOLTIP_RESIST_DAMAGE, s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Resistances : base / cap:", w, h, 255, 255, 255, true)) h = h + self.font_h
if player.resists.all or actor_to_compare and actor_to_compare.resists.all then
local res = player.resists.all or 0
local reso = actor_to_compare and actor_to_compare.resists.all or res
if res ~= 0 or reso ~= 0 then
local change = ""
local cap = player.resists_cap.all or 100
local capo = actor_to_compare and (actor_to_compare.resists_cap.all or 100) or cap
res, reso = math.min(res, cap), math.min(reso, capo)
if res ~= reso or cap ~= capo then
local rdiff, capdiff = res-reso, cap-capo
change = ("(%s%+3.0f%%#LAST#/%s%+3.0f%%#LAST#)"):format(rdiff>0 and "#LIGHT_GREEN#" or rdiff<0 and "#RED#" or "#GREY#", rdiff, capdiff>0 and "#LIGHT_GREEN#" or capdiff<0 and "#RED#" or "#GREY#", capdiff)
end
self:mouseTooltip(self.TOOLTIP_RESIST_ALL, s:drawColorStringBlended(self.font, ("%-14s: #00ff00#%3d%% / %3.0f%% %s"):format("All", res, cap, change), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
if player.resists.absolute or actor_to_compare and actor_to_compare.resists.absolute then
local res = player.resists.absolute or 0
local reso = actor_to_compare and actor_to_compare.resists.absolute or res
if res ~= 0 or reso ~= 0 then
local change = ""
local cap = player.resists_cap.absolute or 70
local capo = actor_to_compare and (actor_to_compare.resists_cap.absolute or 70) or cap
res, reso = math.min(res, cap), math.min(reso, capo)
if res ~= reso or cap ~= capo then
local rdiff, capdiff = res-reso, cap-capo
change = ("(%s%+3.0f%%#LAST#/%s%+3.0f%%#LAST#)"):format(rdiff>0 and "#LIGHT_GREEN#" or rdiff<0 and "#RED#" or "#GREY#", rdiff, capdiff>0 and "#LIGHT_GREEN#" or capdiff<0 and "#RED#" or "#GREY#", capdiff)
end
self:mouseTooltip(self.TOOLTIP_RESIST_ABSOLUTE, s:drawColorStringBlended(self.font, ("#SALMON#%-14s: #00ff00#%3d%% / %3.0f%% %s"):format("Absolute", res, cap, change), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
if player:attr("speed_resist") or actor_to_compare and actor_to_compare:attr("speed_resist") then
local resfunc = function(actor, ...)
if not (actor and actor:attr("speed_resist")) then return end
return 100 - (util.bound(actor.global_speed * actor.movement_speed, 1-(actor.speed_resist_cap or 70)/100, 1)) * 100
end
local res = resfunc(player)
local reso = resfunc(actor_to_compare) or res
local change = ""
local cap = player.speed_resist_cap or 70
local capo = actor_to_compare and (actor_to_compare.speed_resist_cap or 70) or cap
if res ~= reso or cap ~= capo then
local rdiff, capdiff = res-reso, cap-capo
change = ("(%s%+3.0f%%#LAST#/%s%+3.0f%%#LAST#)"):format(rdiff>0 and "#LIGHT_GREEN#" or rdiff<0 and "#RED#" or "#GREY#", rdiff, capdiff>0 and "#LIGHT_GREEN#" or capdiff<0 and "#RED#" or "#GREY#", capdiff)
end
self:mouseTooltip(self.TOOLTIP_RESIST_SPEED, s:drawColorStringBlended(self.font, ("#SALMON#%-14s: #00ff00#%3d%% / %3.0f%% %s"):format("Speed Res", res, cap, change), w, h, 255, 255, 255, true)) h = h + self.font_h
end
-- Resists vs specific damage types
for i, t in pairs(DamageType.dam_def) do
local res = player.resists[DamageType[t.type]] or 0
local reso = actor_to_compare and actor_to_compare.resists[DamageType[t.type]] or res
if res ~= 0 or reso ~= 0 then -- report restance type
local res = player:combatGetResist(DamageType[t.type])
local reso = actor_to_compare and actor_to_compare:combatGetResist(DamageType[t.type]) or res
local cap = (player.resists_cap[DamageType[t.type]] or 0) + (player.resists_cap.all or 0)
local capo = actor_to_compare and (actor_to_compare.resists_cap[DamageType[t.type]] or 0) + (actor_to_compare.resists_cap.all or 0) or cap
local vals = ("%3.0f%% / %3.0f%%"):format(res, cap)
local change = ""
if res ~= reso or cap ~= capo then
local rdiff = res-reso
local capdiff = cap-capo
change = ("(%s%+3.0f%%#LAST#/%s%+3.0f%%#LAST#)"):format(rdiff>0 and "#LIGHT_GREEN#" or rdiff<0 and "#RED#" or "#GREY#", rdiff, capdiff>0 and "#LIGHT_GREEN#" or capdiff<0 and "#RED#" or "#GREY#", capdiff)
end
self:mouseTooltip(self.TOOLTIP_RESIST, s:drawColorStringBlended(self.font, ("%s%-14s#LAST#: #00ff00#%3s %s"):format((t.text_color or "#WHITE#"), t.name:capitalize(), vals, change), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
--Resists vs actor types
if player.resists_actor_type or actor_to_compare and actor_to_compare.resists_actor_type then
local types = {}
if player.resists_actor_type then table.merge(types, player.resists_actor_type) end
if actor_to_compare and actor_to_compare.resists_actor_type then table.merge(types, actor_to_compare.resists_actor_type) end
for t, v in pairs(types) do
local res = table.get(player, "resists_actor_type", t) or 0
local reso = table.get(actor_to_compare, "resists_actor_type", t) or res
local cap = player.resists_cap_actor_type or 100
local capo = actor_to_compare and actor_to_compare.resists_cap_actor_type or cap
if res ~= 0 or reso ~= 0 then -- report resistances
local vals = ("%3.0f%% /%3.0f%%"):format(res, cap)
local change = ""
if res ~= reso or cap ~= capo then
local rdiff = res-reso
local capdiff = cap-capo
change = ("(%s%+.0f%%#LAST#/%s%+.0f%%#LAST#)"):format(rdiff>0 and "#LIGHT_GREEN#" or rdiff<0 and "#RED#" or "#GREY#", rdiff, capdiff>0 and "#LIGHT_GREEN#" or capdiff<0 and "#RED#" or "#GREY#", capdiff)
end
self:mouseTooltip(self.TOOLTIP_RESIST_DAMAGE_ACTOR, s:drawColorStringBlended(self.font, ("#ORANGE#vs %-11s#LAST#: #00ff00#%3s %s"):format(t:capitalize(), vals, change), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
end
h = h + self.font_h
--Damage Affinities
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Damage affinities:", w, h, 255, 255, 255, true) h = h + self.font_h
if player.damage_affinity.all or (actor_to_compare and actor_to_compare.damage_affinity.all) then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor.damage_affinity and actor.damage_affinity.all or 0 end, "%3d%%", "%+.0f%%")
if text ~= " 0%" then
self:mouseTooltip(self.TOOLTIP_AFFINITY_ALL, s:drawColorStringBlended(self.font, ("All damage : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
for i, t in pairs(DamageType.dam_def) do
local alln = player.damage_affinity.all or 0
local allo = actor_to_compare and actor_to_compare.damage_affinity.all or 0
local valn = player.damage_affinity[DamageType[t.type]] or 0
local valo = actor_to_compare and actor_to_compare.damage_affinity[DamageType[t.type]] or 0
if valn~=0 or valo~=0 then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == player and valn+alln or actor == actor_to_compare and valo+allo or 0 end, "%3d%%", "%+.0f%%")
self:mouseTooltip(self.TOOLTIP_AFFINITY, s:drawColorStringBlended(self.font, ("%s%-20s: #00ff00#%s"):format((t.text_color or "#WHITE#"), t.name:capitalize().."#LAST#", text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
--Flat resists
if player.flat_damage_armor and next(player.flat_damage_armor) then
h = h + self.font_h
s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Flat resistances:", w, h, 255, 255, 255, true) h = h + self.font_h
if player.flat_damage_armor.all or (actor_to_compare and actor_to_compare.flat_damage_armor.all) then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor:combatGetFlatResist("none") end, "%3d", "%+.0f")
if text ~= " 0%" then
self:mouseTooltip(self.TOOLTIP_FLAT_RESIST, s:drawColorStringBlended(self.font, ("All damage : #00ff00#%s"):format(text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
for i, t in pairs(DamageType.dam_def) do if player.flat_damage_armor[DamageType[t.type]] and player.flat_damage_armor[DamageType[t.type]] ~= 0 then
local valn = player:combatGetFlatResist(DamageType[t.type]) or 0
local valo = actor_to_compare and actor_to_compare:combatGetFlatResist(DamageType[t.type]) or 0
if valn~=0 or valo~=0 then
text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == player and valn or actor == actor_to_compare and valo or 0 end, "%3d", "%+.0f")
self:mouseTooltip(self.TOOLTIP_FLAT_RESIST, s:drawColorStringBlended(self.font, ("%s%-20s: #00ff00#%s"):format((t.text_color or "#WHITE#"), t.name:capitalize().."#LAST#", text), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end end
end
-- Status Immunities
h = 0
w = self.w * 0.52
self:mouseTooltip(self.TOOLTIP_STATUS_IMMUNE, s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Effect resistances:", w, h, 255, 255, 255, true)) h = h + self.font_h
for immune_type, immune_name in pairs(self.status_immunities) do
text = compare_fields(player, actor_to_compare, function(actor, ...) return util.bound((actor:attr(...) or 0) * 100, 0, 100) end, "%3d%%", "%+.0f%%", 1, false, false, immune_type)
if text ~= " 0%" then
self:mouseTooltip(self[self.immunity_tooltips[immune_type] or "TOOLTIP_SPECIFIC_IMMUNE"], s:drawColorStringBlended(self.font, ("%s: #00ff00#%s"):format(immune_name, text), w, h, 255, 255, 255, true))
h = h + self.font_h
end
end
h = 0
w = self.w * 0.75
self:mouseTooltip(self.TOOLTIP_ON_HIT_DAMAGE, s:drawColorStringBlended(self.font, "#LIGHT_BLUE#Damage when hit:", w, h, 255, 255, 255, true)) h = h + self.font_h
for i, t in pairs(DamageType.dam_def) do
if player.on_melee_hit[DamageType[t.type]] and player.on_melee_hit[DamageType[t.type]] ~= 0 then
local dval = player.on_melee_hit[DamageType[t.type]]
if t.tdesc then
dval = t.tdesc(dval)
self:mouseTooltip(self.TOOLTIP_ON_HIT_DAMAGE, s:drawColorStringBlended(self.font, ("%s"):format(dval), w, h, 255, 255, 255, true)) h = h + self.font_h
else
dval = Talents.damDesc(player, DamageType[t.type] ,type(dval) == "number" and dval or dval.dam)
self:mouseTooltip(self.TOOLTIP_ON_HIT_DAMAGE, s:drawColorStringBlended(self.font, ("%s%-10s#LAST#: #00ff00#%.1f"):format((t.text_color or "#WHITE#"), t.name:capitalize(), dval), w, h, 255, 255, 255, true)) h = h + self.font_h
end
end
end
elseif kind=="equipment" then
self:showEquipmentFrame()
-- allow scrolling for large numbers of talents?
elseif kind=="talents" then
h = 0
w = 0
local function sort_talents()
local talents = {}
local get_group
local sort_rank, sort_rank_keys
-- set up talent sorting data and functions
if self.talent_sorting == 1 then -- Grouped by talent type, Racial/infusions first, then alphabetical order
sort_rank = {"race/.*", "Inscriptions", "Prodigies", "Item_Talents"}
get_group = function(t, tt)
if tt.type:match("inscriptions/.*") then
return "Inscriptions"
elseif tt.type:match("uber/.*") then
return "Prodigies"
elseif tt.type:match(".*/objects") then
return "Item_Talents"
end
local cat = tt.type:gsub("/.*", ""):bookCapitalize()
return cat.."/"..(tt.name or ""):bookCapitalize()
end
elseif self.talent_sorting == 2 then -- Alphabetically, so no groups at all.
get_group = function(t, tt)
return "Talents"
end
else --Group by usage type/speed: instant > activated > sustained > passive > alphabetically
sort_rank = {"Instant", "Activated", "Sustained", "Passive" }
get_group = function(t, tt)
if t.mode == "activated" then
local no_energy = util.getval(t.no_energy, player, t)
return no_energy and "Instant" or "Activated"
else
return t.mode:bookCapitalize()
end
end
end
sort_rank_keys = sort_rank and table.keys_to_values(sort_rank)
-- Process the talents
for j, t in pairs(player.talents_def) do
if player:knowTalent(t.id) and (not t.hide or t.hide ~= "always") then
local lvl = player:getTalentLevelRaw(t)
local tt = player:getTalentTypeFrom(t.type[1])
local data = {type_name = tt,
talent = t,
name = ("%s (%d)"):format(t.name, lvl),
desc = player:getTalentFullDescription(t):toString(),
}
if self.talent_sorting == 2 then
if not talents["All"] then
talents["All"] = {type_name = "All", talent_type=nil, talents={} }
end
table.insert(talents["All"]["talents"], data)
else
local group_name = get_group(t, tt)
if not talents[group_name] then
talents[group_name] = {type_name = group_name, talents={}}
if sort_rank_keys and sort_rank_keys[group_name] then -- use special tooltips for group names
talents[group_name].talent_type = {description = self["TOOLTIP_"..group_name:upper()]}
else -- use the talent type tooltip
talents[group_name].talent_type = tt
end
end
table.insert(talents[group_name]["talents"], data)
end
end
end
local sort_tt
-- Decide what sorting method to use
if self.talent_sorting == 1 then -- by groups
sort_tt = function(a, b)
a, b = a["type_name"], b["type_name"]
for i, v in ipairs(sort_rank) do
local rank_a, rank_b
rank_a = a:match(v)
if not rank_a then
rank_b = b:match(v)
if rank_b then return false end
else
return true
end
end
return a < b
end
elseif self.talent_sorting == 2 then -- alphabetically
sort_tt = function(a, b)
return a.name < b.name end
else -- Sort by usage type/speed
sort_tt = function(a, b)
a, b = a["type_name"], b["type_name"]
for i, v in ipairs(sort_rank) do
local rank_a, rank_b
rank_a = a:match(v)
if not rank_a then
rank_b = b:match(v)
if rank_b then return false end
else
return true
end
end
return a < b
end
end
-- Sort the talent type stuff
local sorted = {}
if self.talent_sorting == 2 then
if not talents["All"] or not talents["All"]["talents"] then talents["All"] = {type_name = "All", talent_type=nil, talents={} } end
table.sort(talents["All"]["talents"], sort_tt)
return talents
end
for k, v in pairs(talents) do
sorted[#sorted+1] = v
end
if self.talent_sorting == 2 then
table.sort(sorted[1], sort_tt)
return sorted
else
table.sort(sorted, sort_tt)
end
return sorted
end
local sorted = sort_talents()
-- The color used to display it
local function get_talent_color(t)
if t.uber then
return "#GOLD#"
elseif t.mode == "activated" then
local no_energy = util.getval(t.no_energy, player, t)
if no_energy == true then
return "#00c91b##{italic}#"--return "#E56F48#"
else
return "#00c91b#"
end
elseif t.mode == "passive" then
return "#LIGHT_STEEL_BLUE#"--return "#486FE5#"
else --Sustains
return "#C49600#"--return "#E5D848#"
end
end
-- Now display it!
for ts, tt in pairs(sorted) do
-- Display talent type
local tt_name = tt["type_name"]
local talent_type_name = tt["talent_type"] and tt["talent_type"].description or tt_name or ""
local talents = tt["talents"]
if tt_name then
if h + self.font_h*2 >= self.c_desc.h then h = 0 w = w + self.c_desc.w / 6 end
self:mouseTooltip(talent_type_name, s:drawColorStringBlended(self.font, ("#{bold}##KHAKI#%s#{normal}#"):format(tt_name), w, h, 255, 255, 255, true)) h = h + self.font_h
end
-- Display the talents in the talent type
for _, t in ipairs(talents) do
if h + self.font_h >= self.c_desc.h then h = 0 w = w + self.c_desc.w / 6 end
self:mouseTooltip(t.desc, s:drawColorStringBlended(self.font, (get_talent_color(t.talent).."%s".."#{normal}#"):format(t.name), w, h, 255, 255, 255, true)) h = h + self.font_h
end
-- Add extra space to separate categories
h = h + self.font_h
end
end
--put a hook here to allow adding more info to the display? (Steampower, etc.)
self.c_desc:update()
self.changed = false
end
function _M:dump()
local player = self.actor
fs.mkdir("/character-dumps")
local file = "/character-dumps/"..(player.name:gsub("[^a-zA-Z0-9_-.]", "_")).."-"..os.date("%Y%m%d-%H%M%S")..".txt"
local fff = fs.open(file, "w")
local labelwidth = 17
local nl = function(s) s = s or "" fff:write(s:removeColorCodes()) fff:write("\n") end
local nnl = function(s) s = s or "" fff:write(s:removeColorCodes()) end
--prepare label and value
local makelabel = function(s,r) while s:len() < labelwidth do s = s.." " end return ("%s: %s"):format(s, r) end
local cur_exp, max_exp = player.exp, player:getExpChart(player.level+1)
nl(" [ToME4 @ www.te4.org Character Dump]")
nl()
nnl(("%-32s"):format(makelabel("Sex", (player.descriptor and player.descriptor.sex) or (player.female and "Female" or "Male"))))
nl(("STR: %d"):format(player:getStr()))
nnl(("%-32s"):format(makelabel("Race", (player.descriptor and player.descriptor.subrace) or player.type:capitalize())))
nl(("DEX: %d"):format(player:getDex()))
nnl(("%-32s"):format(makelabel("Class", (player.descriptor and player.descriptor.subclass) or player.subtype:capitalize())))
nl(("MAG: %d"):format(player:getMag()))
nnl(("%-32s"):format(makelabel("Level", ("%d"):format(player.level))))
nl(("WIL: %d"):format(player:getWil()))
nnl(("%-32s"):format(makelabel("Exp", ("%d%%"):format(100 * cur_exp / max_exp))))
nl(("CUN: %d"):format(player:getCun()))
nnl(("%-32s"):format(makelabel("Gold", ("%.2f"):format(player.money))))
nl(("CON: %d"):format(player:getCon()))
if player.died_times then
nl(("Times died : %d"):format(#player.died_times))
end
if player.easy_mode_lifes then
nl(("Lifes left : %d"):format(player.easy_mode_lifes))
end
-- All weapons in main hands
local strings = {}
for i = 1, 6 do strings[i]="" end
if player:getInven(player.INVEN_MAINHAND) then
for i, o in ipairs(player:getInven(player.INVEN_MAINHAND)) do
local mean, dam = o.combat, o.combat
if o.archery and mean then
dam = (player:getInven("QUIVER")[1] and player:getInven("QUIVER")[1].combat)
end
if mean and dam then
strings[1] = ("Accuracy(Main Hand): %3d"):format(player:combatAttack(mean))
strings[2] = ("Damage (Main Hand): %3d"):format(player:combatDamage(dam))
strings[3] = ("APR (Main Hand): %3d"):format(player:combatAPR(dam))
strings[4] = ("Crit (Main Hand): %3d%%"):format(player:combatCrit(dam))
strings[5] = ("Speed (Main Hand): %0.2f"):format(player:combatSpeed(mean))
end
if mean and mean.range then strings[6] = ("Range (Main Hand): %3d"):format(mean.range) end
end
end
--Unarmed??
if player:isUnarmed() then
local mean, dam = player.combat, player.combat
if mean and dam then
strings[1] = ("Accuracy(Unarmed): %3d"):format(player:combatAttack(mean))
strings[2] = ("Damage (Unarmed): %3d"):format(player:combatDamage(dam))
strings[3] = ("APR (Unarmed): %3d"):format(player:combatAPR(dam))
strings[4] = ("Crit (Unarmed): %3d%%"):format(player:combatCrit(dam))
strings[5] = ("Speed (Unarmed): %0.2f"):format(player:combatSpeed(mean))
end
if mean and mean.range then strings[6] = ("Range (Unarmed): %3d"):format(mean.range) end
end
local enc, max = player:getEncumbrance(), player:getMaxEncumbrance()
nl()
nnl(("%-32s"):format(strings[1]))
nnl(("%-32s"):format(makelabel("Life", (" %d/%d"):format(player.life, player.max_life))))
nl(makelabel("Encumbrance", enc .. "/" .. max))
nnl(("%-32s"):format(strings[2]))
if player:knowTalent(player.T_STAMINA_POOL) then
nnl(("%-32s"):format(makelabel("Stamina", (" %d/%d"):format(player:getStamina(), player.max_stamina))))
else
nnl(("%-32s"):format(" "))
end
nl(makelabel("Difficulty", (player.descriptor and player.descriptor.difficulty) or "???"))
nl(makelabel("Permadeath", (player.descriptor and player.descriptor.permadeath) or "???"))
nnl(("%-32s"):format(strings[3]))
if player:knowTalent(player.T_MANA_POOL) then
nl(makelabel("Mana", (" %d/%d"):format(player:getMana(), player.max_mana)))
else
nl()
end
nnl(("%-32s"):format(strings[4]))
if player:knowTalent(player.T_POSITIVE_POOL) then
nl(makelabel("Positive", (" %d/%d"):format(player:getPositive(), player.max_positive)))
else
nl()
end
nnl(("%-32s"):format(strings[5]))
if player:knowTalent(player.T_NEGATIVE_POOL) then
nl(makelabel("Negative", (" %d/%d"):format(player:getNegative(), player.max_negative)))
else
nl()
end
nnl(("%-32s"):format(strings[6]))
if player:knowTalent(player.T_VIM_POOL) then
nl(makelabel("Vim", (" %d/%d"):format(player:getVim(), player.max_vim)))
else
nl()
end
nnl(("%-32s"):format(""))
if player:knowTalent(player.T_EQUILIBRIUM_POOL) then
nl((makelabel("Equilibrium", (" %d"):format(player:getEquilibrium()))))
else
nl()
end
nnl(("%-32s"):format(""))
if player:knowTalent(player.T_PARADOX_POOL) then
nl((makelabel("Paradox", (" %d"):format(player:getParadox()))))
else
nl()
end
-- All weapons in off hands
-- Offhand attacks are with a damage penalty, that can be reduced by talents
if player:getInven(player.INVEN_OFFHAND) then
for i, o in ipairs(player:getInven(player.INVEN_OFFHAND)) do
local offmult = player:getOffHandMult(o.combat)
local mean, dam = o.combat, o.combat
if o.archery and mean then
dam = (player:getInven("QUIVER")[1] and player:getInven("QUIVER")[1].combat)
end
if mean and dam then
nl()
nl(("Accuracy(Off Hand): %3d"):format(player:combatAttack(mean)))
nl(("Damage (Off Hand): %3d"):format(player:combatDamage(dam) * offmult))
nl(("APR (Off Hand): %3d"):format(player:combatAPR(dam)))
nl(("Crit (Off Hand): %3d%%"):format(player:combatCrit(dam)))
nl(("Speed (Off Hand): %0.2f"):format(player:combatSpeed(mean)))
end
if mean and mean.range then strings[6] = ("Range (Off Hand): %3d"):format(mean.range) end
end
end
nl()
nnl(("%-32s"):format(makelabel("Fatigue", player:combatFatigue() .. "%")))
nl(makelabel("Spellpower", player:combatSpellpower() ..""))
nnl(("%-32s"):format(makelabel("Armor", player:combatArmor() .. "")))
nl(makelabel("Spell Crit", player:combatSpellCrit() .."%"))
nnl(("%-32s"):format(makelabel("Armor Hardiness", player:combatArmorHardiness() .. "%")))
nl(makelabel("Spell Speed", player:combatSpellSpeed() ..""))
nnl(("%-32s"):format(makelabel("Defense", player:combatDefense(true) .. "")))
nl()
nnl(("%-32s"):format(makelabel("Ranged Defense", player:combatDefenseRanged(true) .. "")))
nl()
if player.inc_damage.all then nl(makelabel("All damage", player.inc_damage.all.."%")) end
for i, t in ipairs(DamageType.dam_def) do
if player.inc_damage[DamageType[t.type]] and player.inc_damage[DamageType[t.type]] ~= 0 then
nl(makelabel(t.name:capitalize().." damage", (player.inc_damage[DamageType[t.type]] + (player.inc_damage.all or 0)).."%"))
end
end
nl()
nl(makelabel("Physical Save",player:combatPhysicalResist(true) ..""))
nl(makelabel("Spell Save",player:combatSpellResist(true) ..""))
nl(makelabel("Mental Save",player:combatMentalResist(true) ..""))
nl()
if player.resists.all then nl(("All Resists: %3d%%"):format(player.resists.all, player.resists_cap.all or 0)) end
for i, t in ipairs(DamageType.dam_def) do
if player.resists[DamageType[t.type]] and player.resists[DamageType[t.type]] ~= 0 then
nl(("%s Resist(cap): %3d%%(%3d%%)"):format(t.name:capitalize(), player:combatGetResist(DamageType[t.type]), (player.resists_cap[DamageType[t.type]] or 0) + (player.resists_cap.all or 0)))
end
end
immune_type = "poison_immune" immune_name = "Poison Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "disease_immune" immune_name = "Disease Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "cut_immune" immune_name = "Bleed Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "confusion_immune" immune_name = "Confusion Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "blind_immune" immune_name = "Blind Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "silence_immune" immune_name = "Silence Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "disarm_immune" immune_name = "Disarm Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "pin_immune" immune_name = "Pinning Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "stun_immune" immune_name = "Stun Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "sleep_immune" immune_name = "Sleep Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "fear_immune" immune_name = "Fear Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "knockback_immune" immune_name = "Knockback Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "stone_immune" immune_name = "Stoning Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "instakill_immune" immune_name = "Instadeath Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
immune_type = "teleport_immune" immune_name = "Teleport Resistance" if player:attr(immune_type) then nl(("%s: %3d%%"):format(immune_name, util.bound(player:attr(immune_type) * 100, 0, 100))) end
nl()
local most_kill, most_kill_max = "none", 0
local total_kill = 0
for name, nb in pairs(player.all_kills or {}) do
if nb > most_kill_max then most_kill_max = nb most_kill = name end
total_kill = total_kill + nb
end
nl(("Number of NPC killed: %s"):format(total_kill))
nl(("Most killed NPC: %s (%d)"):format(most_kill, most_kill_max))
if player.winner then
nl()
nl(" [Winner!]")
nl()
for i, line in ipairs(player.winner_text) do
nl(("%s"):format(line:removeColorCodes()))
end
end
-- Talents
nl()
nl(" [Talents Chart]")
nl()
for i, tt in ipairs(player.talents_types_def) do
local ttknown = player:knowTalentType(tt.type)
if not (player.talents_types[tt.type] == nil) and ttknown then
local cat = tt.type:gsub("/.*", "")
local catname = ("%s / %s"):format(cat:capitalize(), tt.name:capitalize())
nl((" - %-35s(mastery %.02f)"):format(catname, player:getTalentTypeMastery(tt.type)))
-- Find all talents of this school
if (ttknown) then
for j, t in ipairs(tt.talents) do
if not t.hide then
local typename = "class"
if t.generic then typename = "generic" end
local skillname = (" %s (%s)"):format(t.name, typename)
nl(("%-37s %d/%d"):format(skillname, player:getTalentLevelRaw(t.id), t.points))
end
end
end
end
end
-- Inscriptions
local nb_inscriptions = 0
for i = 1, player.max_inscriptions do if player.inscriptions[i] then nb_inscriptions = nb_inscriptions + 1 end end
nl()
nl((" [Inscriptions (%d/%d)]"):format(nb_inscriptions, player.max_inscriptions))
nl()
for i = 1, player.max_inscriptions do if player.inscriptions[i] then
local t = player:getTalentFromId("T_"..player.inscriptions[i])
local desc = player:getTalentFullDescription(t)
nl(("%s"):format(t.name))
end end
-- Current Effects
nl()
nl(" [Current Effects]")
nl()
for tid, act in pairs(player.sustain_talents) do
if act then nl("- "..player:getTalentFromId(tid).name) end
end
for eff_id, p in pairs(player.tmp) do
local e = player.tempeffect_def[eff_id]
if e.status == "detrimental" then
nl("+ "..e.desc)
else
nl("- "..e.desc)
end
end
-- Quests, Active and Completed
local first = true
for id, q in pairs(game.party.quests or {}) do
if q:isEnded() then
if first then
nl()
nl(" [Completed Quests]")
nl()
first=false
end
nl(" -- ".. q.name)
nl(q:desc(game.party):gsub("#.-#", " "))
end
end
first=true
for id, q in pairs(game.party.quests or {}) do
if not q:isEnded() then
if first then
first=false
nl()
nl(" [Active Quests]")
nl()
end
nl(" -- ".. q.name)
nl(q:desc(game.party):gsub("#.-#", " "))
end
end
--All Equipment
nl()
nl(" [Character Equipment]")
nl()
local index = 0
for inven_id = 1, #player.inven_def do
if player.inven[inven_id] and player.inven_def[inven_id].is_worn then
nl((" %s"):format(player.inven_def[inven_id].name))
for item, o in ipairs(player.inven[inven_id]) do
if not self.filter or self.filter(o) then
local char = string.char(string.byte('a') + index)
nl(("%s) %s"):format(char, o:getName{force_id=true}))
nl((" %s"):format(tostring(o:getTextualDesc())))
if o.droppedBy then
nl((" Dropped by %s"):format(o.droppedBy))
end
index = index + 1
end
end
end
end
nl()
nl(" [Player Achievements]")
nl()
local achs = {}
for id, data in pairs(player.achievements or {}) do
local a = world:getAchievementFromId(id)
achs[#achs+1] = {id=id, data=data, name=a.name}
end
table.sort(achs, function(a, b) return a.name < b.name end)
for i, d in ipairs(achs) do
local a = world:getAchievementFromId(d.id)
nl(("'%s' was achieved for %s At %s"):format(a.name, a.desc, d.data.when))
end
nl()
nl(" [Character Inventory]")
nl()
for item, o in ipairs(player:getInven("INVEN")) do
if not self.filter or self.filter(o) then
local char = " "
if item < 26 then string.char(string.byte('a') + item - 1) end
nl(("%s) %s"):format(char, o:getName{force_id=true}))
nl((" %s"):format(tostring(o:getTextualDesc())))
if o.droppedBy then
nl((" Dropped by %s"):format(o.droppedBy))
end
end
end
nl()
nl(" [Last Messages]")
nl()
nl(table.concat(game.uiset.logdisplay:getLines(40), "\n"):removeColorCodes())
fff:close()
Dialog:simplePopup("Character dump complete", "File: "..fs.getRealPath(file))
end