using require for customizables
This commit is contained in:
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@ -103,9 +103,12 @@ function loadCards(slots, investigatorId, bondedList, customizations, playerColo
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-- If cards are spread too close together TTS groups them weirdly, selecting multiples
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-- when hovering over a single card. This distance is the minimum to avoid that
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local spreadDistance = 1.15
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if (zone == "SetAside4") then
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if (zone == "SetAside4" and #zoneCards < 6) then
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-- SetAside4 is reserved for customization cards, and we want them spread on the table
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-- so their checkboxes are visible
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-- TO-DO: take into account that spreading will make multiple rows
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-- (unclear if this is affected by the user's local setting)
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-- -> To avoid weird positioning, there will only be a spread if less than 6 upgradesheets are spawned
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if (playerColor == "White") then
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deckPos.z = deckPos.z + (#zoneCards - 1) * spreadDistance
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elseif (playerColor == "Green") then
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@ -1,10 +1,4 @@
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-- Customizable Cards: Alchemical Distillation
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-- by Chr1Z
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information = {
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version = "1.7",
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last_updated = "12.10.2022"
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}
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-- Color information for buttons
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boxSize = 40
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@ -12,8 +6,6 @@ boxSize = 40
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-- static values
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x_1 = -0.933
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x_offset = 0.075
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y_visible = 0.25
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y_invisible = -0.5
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-- z-values (lines on the sheet)
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posZ = {
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@ -28,154 +20,6 @@ posZ = {
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-- box setup (amount of boxes per line and amount of marked boxes in that line)
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existingBoxes = { 1, 1, 1, 1, 2, 4, 5 }
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inputBoxes = {}
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-- override 'marked boxes' for debugging ('all' or 'none')
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markDEBUG = ""
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-- save state when going into bags / decks
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function onDestroy() self.script_state = onSave() end
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function onSave() return JSON.encode({ markedBoxes, inputValues }) end
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-- Startup procedure
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function onLoad(saved_data)
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if saved_data ~= "" and markDEBUG == "" then
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local loaded_data = JSON.decode(saved_data)
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markedBoxes = loaded_data[1]
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inputValues = loaded_data[2]
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else
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markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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inputValues = { "", "", "", "", "" }
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end
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makeData()
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createButtonsAndBoxes()
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self.addContextMenuItem("Reset Inputs", function() updateState() end)
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self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
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self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
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self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
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end
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function updateState(markedBoxesNew)
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if markedBoxesNew then markedBoxes = markedBoxesNew end
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makeData()
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createButtonsAndBoxes()
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end
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-- create Data
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function makeData()
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Data = {}
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Data.checkbox = {}
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Data.textbox = {}
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-- repeat this for each entry (= line) in existingBoxes
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local totalCount = 0
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for i = 1, #existingBoxes do
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-- repeat this for each checkbox per line
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for j = 1, existingBoxes[i] do
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totalCount = totalCount + 1
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Data.checkbox[totalCount] = {}
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Data.checkbox[totalCount].pos = {}
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Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
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Data.checkbox[totalCount].pos.z = posZ[i]
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Data.checkbox[totalCount].row = i
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if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
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Data.checkbox[totalCount].pos.y = y_visible
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Data.checkbox[totalCount].state = true
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else
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Data.checkbox[totalCount].pos.y = y_invisible
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Data.checkbox[totalCount].state = false
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end
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end
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end
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-- repeat this for each entry (= line) in inputBoxes
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local totalCount = 0
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for i = 1, #inputBoxes do
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-- repeat this for each textbox per line
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for j = 1, inputBoxes[i] do
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totalCount = totalCount + 1
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Data.textbox[totalCount] = {}
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Data.textbox[totalCount].pos = inputPos[totalCount]
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Data.textbox[totalCount].width = inputWidth[totalCount]
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Data.textbox[totalCount].value = inputValues[totalCount]
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end
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end
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end
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-- checks or unchecks the given box
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function click_checkbox(tableIndex)
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local row = Data.checkbox[tableIndex].row
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if Data.checkbox[tableIndex].state == true then
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Data.checkbox[tableIndex].pos.y = y_invisible
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Data.checkbox[tableIndex].state = false
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markedBoxes[row] = markedBoxes[row] - 1
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else
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Data.checkbox[tableIndex].pos.y = y_visible
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Data.checkbox[tableIndex].state = true
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markedBoxes[row] = markedBoxes[row] + 1
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end
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self.editButton({
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index = tableIndex - 1,
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position = Data.checkbox[tableIndex].pos
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})
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end
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-- updates saved value for given text box
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function click_textbox(i, value, selected)
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if selected == false then
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inputValues[i] = value
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end
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end
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function createButtonsAndBoxes()
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self.clearButtons()
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self.clearInputs()
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for i, box_data in ipairs(Data.checkbox) do
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local funcName = "checkbox" .. i
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local func = function() click_checkbox(i) end
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self.setVar(funcName, func)
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self.createButton({
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click_function = funcName,
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function_owner = self,
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position = box_data.pos,
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height = boxSize,
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width = boxSize,
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font_size = box_data.size,
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scale = { 1, 1, 1 },
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color = { 0, 0, 0 },
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font_color = { 0, 0, 0 }
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})
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end
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for i, box_data in ipairs(Data.textbox) do
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local funcName = "textbox" .. i
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local func = function(_, _, val, sel) click_textbox(i, val, sel) end
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self.setVar(funcName, func)
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self.createInput({
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input_function = funcName,
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function_owner = self,
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label = "Click to type",
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alignment = 2,
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position = box_data.pos,
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scale = buttonScale,
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width = box_data.width,
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height = (inputFontsize * 1) + 24,
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font_size = inputFontsize,
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color = "White",
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font_color = buttonFontColor,
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value = box_data.value
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})
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end
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end
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require("playercards/customizable/UpgradeSheetLibrary")
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@ -1,9 +1,4 @@
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-- Customizable Cards: Custom Modifications
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-- by Chr1Z
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information = {
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version = "1.7",
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last_updated = "12.10.2022"
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}
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-- Color information for buttons
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boxSize = 38
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@ -11,8 +6,6 @@ boxSize = 38
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-- static values
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x_1 = -0.935
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x_offset = 0.0735
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y_visible = 0.25
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y_invisible = -0.5
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-- z-values (lines on the sheet)
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posZ = {
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@ -26,154 +19,6 @@ posZ = {
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-- box setup (amount of boxes per line and amount of marked boxes in that line)
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existingBoxes = { 1, 2, 2, 3, 3, 4 }
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inputBoxes = {}
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-- override 'marked boxes' for debugging ('all' or 'none')
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markDEBUG = ""
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-- save state when going into bags / decks
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function onDestroy() self.script_state = onSave() end
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function onSave() return JSON.encode({ markedBoxes, inputValues }) end
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-- Startup procedure
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function onLoad(saved_data)
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if saved_data ~= "" and markDEBUG == "" then
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local loaded_data = JSON.decode(saved_data)
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markedBoxes = loaded_data[1]
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inputValues = loaded_data[2]
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else
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markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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inputValues = { "", "", "", "", "" }
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end
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makeData()
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createButtonsAndBoxes()
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self.addContextMenuItem("Reset Inputs", function() updateState() end)
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self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
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self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
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self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
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end
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function updateState(markedBoxesNew)
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if markedBoxesNew then markedBoxes = markedBoxesNew end
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makeData()
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createButtonsAndBoxes()
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end
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-- create Data
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function makeData()
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Data = {}
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Data.checkbox = {}
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Data.textbox = {}
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-- repeat this for each entry (= line) in existingBoxes
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local totalCount = 0
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for i = 1, #existingBoxes do
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-- repeat this for each checkbox per line
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for j = 1, existingBoxes[i] do
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totalCount = totalCount + 1
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Data.checkbox[totalCount] = {}
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Data.checkbox[totalCount].pos = {}
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Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
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Data.checkbox[totalCount].pos.z = posZ[i]
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Data.checkbox[totalCount].row = i
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if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
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Data.checkbox[totalCount].pos.y = y_visible
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Data.checkbox[totalCount].state = true
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else
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Data.checkbox[totalCount].pos.y = y_invisible
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Data.checkbox[totalCount].state = false
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end
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end
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end
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-- repeat this for each entry (= line) in inputBoxes
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local totalCount = 0
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for i = 1, #inputBoxes do
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-- repeat this for each textbox per line
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for j = 1, inputBoxes[i] do
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totalCount = totalCount + 1
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Data.textbox[totalCount] = {}
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Data.textbox[totalCount].pos = inputPos[totalCount]
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Data.textbox[totalCount].width = inputWidth[totalCount]
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Data.textbox[totalCount].value = inputValues[totalCount]
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end
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end
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end
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-- checks or unchecks the given box
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function click_checkbox(tableIndex)
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local row = Data.checkbox[tableIndex].row
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if Data.checkbox[tableIndex].state == true then
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Data.checkbox[tableIndex].pos.y = y_invisible
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Data.checkbox[tableIndex].state = false
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markedBoxes[row] = markedBoxes[row] - 1
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else
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Data.checkbox[tableIndex].pos.y = y_visible
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Data.checkbox[tableIndex].state = true
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markedBoxes[row] = markedBoxes[row] + 1
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end
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self.editButton({
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index = tableIndex - 1,
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position = Data.checkbox[tableIndex].pos
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})
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end
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-- updates saved value for given text box
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function click_textbox(i, value, selected)
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if selected == false then
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inputValues[i] = value
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end
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end
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function createButtonsAndBoxes()
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self.clearButtons()
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self.clearInputs()
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for i, box_data in ipairs(Data.checkbox) do
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local funcName = "checkbox" .. i
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local func = function() click_checkbox(i) end
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self.setVar(funcName, func)
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self.createButton({
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click_function = funcName,
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function_owner = self,
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position = box_data.pos,
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height = boxSize,
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width = boxSize,
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font_size = box_data.size,
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scale = { 1, 1, 1 },
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color = { 0, 0, 0 },
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font_color = { 0, 0, 0 }
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})
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end
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for i, box_data in ipairs(Data.textbox) do
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local funcName = "textbox" .. i
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local func = function(_, _, val, sel) click_textbox(i, val, sel) end
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self.setVar(funcName, func)
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self.createInput({
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input_function = funcName,
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function_owner = self,
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label = "Click to type",
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alignment = 2,
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position = box_data.pos,
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scale = buttonScale,
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width = box_data.width,
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height = (inputFontsize * 1) + 24,
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font_size = inputFontsize,
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color = "White",
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font_color = buttonFontColor,
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value = box_data.value
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})
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end
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end
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require("playercards/customizable/UpgradeSheetLibrary")
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@ -1,9 +1,4 @@
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-- Customizable Cards: Damning Testimony
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-- by Chr1Z
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information = {
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version = "1.7",
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last_updated = "12.10.2022"
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}
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-- Color information for buttons
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boxSize = 40
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@ -11,8 +6,6 @@ boxSize = 40
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-- static values
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x_1 = -0.935
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x_offset = 0.075
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y_visible = 0.25
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y_invisible = -0.5
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-- z-values (lines on the sheet)
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posZ = {
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@ -26,154 +19,6 @@ posZ = {
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-- box setup (amount of boxes per line and amount of marked boxes in that line)
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existingBoxes = { 1, 2, 2, 3, 3, 4 }
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inputBoxes = {}
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-- override 'marked boxes' for debugging ('all' or 'none')
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markDEBUG = ""
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-- save state when going into bags / decks
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function onDestroy() self.script_state = onSave() end
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function onSave() return JSON.encode({ markedBoxes, inputValues }) end
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-- Startup procedure
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function onLoad(saved_data)
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if saved_data ~= "" and markDEBUG == "" then
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local loaded_data = JSON.decode(saved_data)
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markedBoxes = loaded_data[1]
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inputValues = loaded_data[2]
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else
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markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
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inputValues = { "", "", "", "", "" }
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end
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makeData()
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createButtonsAndBoxes()
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self.addContextMenuItem("Reset Inputs", function() updateState() end)
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self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
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self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
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self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
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end
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function updateState(markedBoxesNew)
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if markedBoxesNew then markedBoxes = markedBoxesNew end
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makeData()
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createButtonsAndBoxes()
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end
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-- create Data
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function makeData()
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Data = {}
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Data.checkbox = {}
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Data.textbox = {}
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-- repeat this for each entry (= line) in existingBoxes
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local totalCount = 0
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for i = 1, #existingBoxes do
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-- repeat this for each checkbox per line
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for j = 1, existingBoxes[i] do
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totalCount = totalCount + 1
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Data.checkbox[totalCount] = {}
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Data.checkbox[totalCount].pos = {}
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Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
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Data.checkbox[totalCount].pos.z = posZ[i]
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Data.checkbox[totalCount].row = i
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if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
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Data.checkbox[totalCount].pos.y = y_visible
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Data.checkbox[totalCount].state = true
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else
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Data.checkbox[totalCount].pos.y = y_invisible
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Data.checkbox[totalCount].state = false
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end
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end
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end
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-- repeat this for each entry (= line) in inputBoxes
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local totalCount = 0
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for i = 1, #inputBoxes do
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-- repeat this for each textbox per line
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for j = 1, inputBoxes[i] do
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totalCount = totalCount + 1
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Data.textbox[totalCount] = {}
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Data.textbox[totalCount].pos = inputPos[totalCount]
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Data.textbox[totalCount].width = inputWidth[totalCount]
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Data.textbox[totalCount].value = inputValues[totalCount]
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end
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end
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end
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-- checks or unchecks the given box
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function click_checkbox(tableIndex)
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local row = Data.checkbox[tableIndex].row
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if Data.checkbox[tableIndex].state == true then
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Data.checkbox[tableIndex].pos.y = y_invisible
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Data.checkbox[tableIndex].state = false
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markedBoxes[row] = markedBoxes[row] - 1
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else
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Data.checkbox[tableIndex].pos.y = y_visible
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Data.checkbox[tableIndex].state = true
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markedBoxes[row] = markedBoxes[row] + 1
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end
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self.editButton({
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index = tableIndex - 1,
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position = Data.checkbox[tableIndex].pos
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})
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end
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-- updates saved value for given text box
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function click_textbox(i, value, selected)
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if selected == false then
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inputValues[i] = value
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end
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end
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function createButtonsAndBoxes()
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self.clearButtons()
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self.clearInputs()
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||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Empirical Hypothesis
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 37
|
||||
@ -11,8 +6,6 @@ boxSize = 37
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.069
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -28,154 +21,6 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 1, 1, 2, 2, 3, 4 }
|
||||
|
||||
inputBoxes = {}
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Friends in Low Places
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons and input boxes
|
||||
boxSize = 36
|
||||
@ -12,8 +7,6 @@ inputFontsize = 50
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.0685
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -28,156 +21,8 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 2, 2, 2, 2, 3, 3 }
|
||||
|
||||
inputBoxes = { 1, 1 }
|
||||
inputWidth = { 640, 290 }
|
||||
inputPos = { { 0.275, 0.25, -0.91 }, { 0.6295, 0.25, -0.44 } }
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Grizzled
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons and input boxes
|
||||
boxSize = 40
|
||||
@ -12,8 +7,6 @@ inputFontsize = 50
|
||||
-- static values
|
||||
x_1 = -0.933
|
||||
x_offset = 0.075
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -26,156 +19,8 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 2, 3, 4, 5 }
|
||||
|
||||
inputBoxes = { 1, 1, 1 }
|
||||
inputWidth = { 600, 875, 875 }
|
||||
inputPos = { { 0.3, 0.25, -0.91 }, { 0.005, 0.25, -0.58 }, { 0.005, 0.25, -0.32 } }
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Honed Instinct
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 38
|
||||
@ -11,8 +6,6 @@ boxSize = 38
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.069
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -28,154 +21,6 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 1, 1, 1, 2, 3, 5 }
|
||||
|
||||
inputBoxes = {}
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Hunter's Armor
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 40
|
||||
@ -11,8 +6,6 @@ boxSize = 40
|
||||
-- static values
|
||||
x_1 = -0.933
|
||||
x_offset = 0.075
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -27,154 +20,6 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 2, 2, 2, 2, 3, 3 }
|
||||
|
||||
inputBoxes = {}
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Hyperphysical Shotcaster
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 38
|
||||
@ -11,8 +6,6 @@ boxSize = 38
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.069
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -27,154 +20,6 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 2, 2, 2, 2, 2, 4, 4 }
|
||||
|
||||
inputBoxes = {}
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,45 +1,40 @@
|
||||
-- Customizable Cards: Living Ink
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Size information for buttons
|
||||
boxSize = 40
|
||||
boxSize = 40
|
||||
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.075
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
x_1 = -0.935
|
||||
x_offset = 0.075
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
-0.69,
|
||||
-0.355,
|
||||
0.0855,
|
||||
0.425,
|
||||
0.555,
|
||||
0.685,
|
||||
1.02
|
||||
posZ = {
|
||||
-0.69,
|
||||
-0.355,
|
||||
0.0855,
|
||||
0.425,
|
||||
0.555,
|
||||
0.685,
|
||||
1.02
|
||||
}
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 2, 2, 3, 3, 3 }
|
||||
existingBoxes = { 1, 1, 2, 2, 3, 3, 3 }
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
markDEBUG = ""
|
||||
|
||||
-- Locations of the skill selectors
|
||||
local SKILL_ICON_POSITIONS = {
|
||||
willpower = { x = 0.085, z = -0.88},
|
||||
intellect = { x = -0.183, z = -0.88},
|
||||
combat = { x = -0.473, z = -0.88},
|
||||
agility = { x = -0.74, z = -0.88},
|
||||
willpower = { x = 0.085, z = -0.88 },
|
||||
intellect = { x = -0.183, z = -0.88 },
|
||||
combat = { x = -0.473, z = -0.88 },
|
||||
agility = { x = -0.74, z = -0.88 },
|
||||
}
|
||||
|
||||
local selectedSkills = {
|
||||
local selectedSkills = {
|
||||
willpower = false,
|
||||
intellect = false,
|
||||
combat = false,
|
||||
@ -50,7 +45,7 @@ local selectedSkills = {
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave()
|
||||
local skillArray = { }
|
||||
local skillArray = {}
|
||||
for skill, isSelected in pairs(selectedSkills) do
|
||||
if (isSelected) then
|
||||
table.insert(skillArray, skill)
|
||||
@ -61,35 +56,35 @@ end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
log(loaded_data[2])
|
||||
for _, skill in ipairs(loaded_data[2]) do
|
||||
if (skill ~= "") then
|
||||
log("Skill from load "..skill)
|
||||
selectedSkills[skill] = true
|
||||
end
|
||||
end
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
local selectedSkills = {
|
||||
willpower = false,
|
||||
intellect = false,
|
||||
combat = false,
|
||||
agility = false
|
||||
}
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
log(loaded_data[2])
|
||||
for _, skill in ipairs(loaded_data[2]) do
|
||||
if (skill ~= "") then
|
||||
log("Skill from load " .. skill)
|
||||
selectedSkills[skill] = true
|
||||
end
|
||||
end
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
local selectedSkills = {
|
||||
willpower = false,
|
||||
intellect = false,
|
||||
combat = false,
|
||||
agility = false
|
||||
}
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() updateScale(1) end)
|
||||
self.addContextMenuItem("Scale: double", function() updateScale(2) end)
|
||||
self.addContextMenuItem("Scale: triple", function() updateScale(3) end)
|
||||
updateSkillDisplay()
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() updateScale(1) end)
|
||||
self.addContextMenuItem("Scale: double", function() updateScale(2) end)
|
||||
self.addContextMenuItem("Scale: triple", function() updateScale(3) end)
|
||||
updateSkillDisplay()
|
||||
end
|
||||
|
||||
function updateScale(scale)
|
||||
@ -98,61 +93,61 @@ function updateScale(scale)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
updateSkillDisplay()
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
updateSkillDisplay()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
function click_willpower()
|
||||
@ -176,40 +171,40 @@ function click_agility()
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearButtons()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
makeSkillSelectionButtons()
|
||||
makeSkillSelectionButtons()
|
||||
end
|
||||
|
||||
-- Creates the invisible buttons overlaying the skill icons
|
||||
function makeSkillSelectionButtons()
|
||||
local buttonPositions = { x = -1 * SKILL_ICON_POSITIONS.willpower.x, y = 0.2, z = SKILL_ICON_POSITIONS.willpower.z }
|
||||
local buttonData = {
|
||||
click_function = "click_willpower",
|
||||
function_owner = self,
|
||||
position = buttonPositions,
|
||||
height = 130,
|
||||
width = 130,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0, 0 },
|
||||
click_function = "click_willpower",
|
||||
function_owner = self,
|
||||
position = buttonPositions,
|
||||
height = 130,
|
||||
width = 130,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0, 0 },
|
||||
}
|
||||
self.createButton(buttonData)
|
||||
buttonData.click_function = "click_intellect"
|
||||
@ -229,7 +224,7 @@ end
|
||||
-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
|
||||
-- vectors set, have to refresh all 4 at once
|
||||
function updateSkillDisplay()
|
||||
local circles = { }
|
||||
local circles = {}
|
||||
for skill, isSelected in pairs(selectedSkills) do
|
||||
if isSelected then
|
||||
local circle = getCircleVector(SKILL_ICON_POSITIONS[skill])
|
||||
@ -258,8 +253,8 @@ function getCircleVector(center)
|
||||
end
|
||||
|
||||
return {
|
||||
points = vecList,
|
||||
color = {0.597, 0.195, 0.796},
|
||||
thickness = 0.02,
|
||||
points = vecList,
|
||||
color = { 0.597, 0.195, 0.796 },
|
||||
thickness = 0.02,
|
||||
}
|
||||
end
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Makeshift Trap
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 39
|
||||
@ -11,8 +6,6 @@ boxSize = 39
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.0735
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -27,154 +20,6 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 2, 2, 2, 3, 4 }
|
||||
|
||||
inputBoxes = {}
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Pocket Multi Tool
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 40
|
||||
@ -11,8 +6,6 @@ boxSize = 40
|
||||
-- static values
|
||||
x_1 = -0.933
|
||||
x_offset = 0.075
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -27,154 +20,6 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 2, 2, 2, 3, 4 }
|
||||
|
||||
inputBoxes = {}
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Power Word
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 38
|
||||
@ -11,8 +6,6 @@ boxSize = 38
|
||||
-- static values
|
||||
x_1 = -0.933
|
||||
x_offset = 0.069
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -28,154 +21,6 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 1, 1, 2, 3, 3, 3 }
|
||||
|
||||
inputBoxes = {}
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: Runic Axe
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 38
|
||||
@ -11,8 +6,6 @@ boxSize = 38
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.0705
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -28,154 +21,6 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 1, 1, 1, 3, 3, 4 }
|
||||
|
||||
inputBoxes = {}
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
@ -1,276 +1,270 @@
|
||||
-- Customizable Cards: Summoned Servitor
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons
|
||||
boxSize = 35
|
||||
boxSize = 35
|
||||
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.068
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
x_1 = -0.935
|
||||
x_offset = 0.068
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
-0.92,
|
||||
-0.625,
|
||||
-0.33,
|
||||
0.055,
|
||||
0.26,
|
||||
0.56,
|
||||
0.765,
|
||||
1.06
|
||||
posZ = {
|
||||
-0.92,
|
||||
-0.625,
|
||||
-0.33,
|
||||
0.055,
|
||||
0.26,
|
||||
0.56,
|
||||
0.765,
|
||||
1.06
|
||||
}
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 1, 1, 1, 2, 3, 5 }
|
||||
|
||||
inputBoxes = {}
|
||||
existingBoxes = { 1, 1, 1, 1, 1, 2, 3, 5 }
|
||||
inputBoxes = {}
|
||||
|
||||
-- Locations of the slot selectors
|
||||
local SLOT_ICON_POSITIONS = {
|
||||
arcane = { x = 0.160, z = 0.65},
|
||||
ally = { x = -0.073, z = 0.65}
|
||||
arcane = { x = 0.160, z = 0.65 },
|
||||
ally = { x = -0.073, z = 0.65 }
|
||||
}
|
||||
|
||||
-- These match with ArkhamDB's way of storing the data in the dropdown menu
|
||||
local slotIndices = {arcane = "1", ally = "0", none = ""}
|
||||
local slotIndices = { arcane = "1", ally = "0", none = "" }
|
||||
|
||||
local selectedSlot = slotIndices.none
|
||||
local selectedSlot = slotIndices.none
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, {selectedSlot} }) end
|
||||
function onSave() return JSON.encode({ markedBoxes, { selectedSlot } }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
selectedSlot = loaded_data[2][1]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
selectedSlot = ""
|
||||
end
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
selectedSlot = loaded_data[2][1]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
selectedSlot = ""
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
updateSlotDisplay()
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
updateSlotDisplay()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
updateSlotDisplay()
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
updateSlotDisplay()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
|
||||
makeSlotSelectionButtons()
|
||||
makeSlotSelectionButtons()
|
||||
end
|
||||
|
||||
-- Creates the invisible buttons overlaying the slot words
|
||||
function makeSlotSelectionButtons()
|
||||
local buttonPositions = { x = -1 * SLOT_ICON_POSITIONS.arcane.x, y = 0.2, z = SLOT_ICON_POSITIONS.arcane.z }
|
||||
local buttonData = {
|
||||
click_function = "click_arcane",
|
||||
function_owner = self,
|
||||
position = buttonPositions,
|
||||
height = 130,
|
||||
width = 130,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0, 0 },
|
||||
}
|
||||
self.createButton(buttonData)
|
||||
buttonData.click_function = "click_ally"
|
||||
buttonPositions.x = -1 * SLOT_ICON_POSITIONS.ally.x
|
||||
buttonData.position = buttonPositions
|
||||
self.createButton(buttonData)
|
||||
local buttonPositions = { x = -1 * SLOT_ICON_POSITIONS.arcane.x, y = 0.2, z = SLOT_ICON_POSITIONS.arcane.z }
|
||||
local buttonData = {
|
||||
click_function = "click_arcane",
|
||||
function_owner = self,
|
||||
position = buttonPositions,
|
||||
height = 130,
|
||||
width = 130,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0, 0 },
|
||||
}
|
||||
self.createButton(buttonData)
|
||||
buttonData.click_function = "click_ally"
|
||||
buttonPositions.x = -1 * SLOT_ICON_POSITIONS.ally.x
|
||||
buttonData.position = buttonPositions
|
||||
self.createButton(buttonData)
|
||||
end
|
||||
|
||||
function click_arcane()
|
||||
if selectedSlot == slotIndices.arcane then
|
||||
selectedSlot = slotIndices.none
|
||||
else
|
||||
selectedSlot = slotIndices.arcane
|
||||
end
|
||||
updateSlotDisplay()
|
||||
if selectedSlot == slotIndices.arcane then
|
||||
selectedSlot = slotIndices.none
|
||||
else
|
||||
selectedSlot = slotIndices.arcane
|
||||
end
|
||||
updateSlotDisplay()
|
||||
end
|
||||
|
||||
|
||||
function click_ally()
|
||||
if selectedSlot == slotIndices.ally then
|
||||
selectedSlot = slotIndices.none
|
||||
else
|
||||
selectedSlot = slotIndices.ally
|
||||
end
|
||||
updateSlotDisplay()
|
||||
if selectedSlot == slotIndices.ally then
|
||||
selectedSlot = slotIndices.none
|
||||
else
|
||||
selectedSlot = slotIndices.ally
|
||||
end
|
||||
updateSlotDisplay()
|
||||
end
|
||||
|
||||
-- Refresh the vector circles indicating a slot is selected.
|
||||
function updateSlotDisplay()
|
||||
local box = {}
|
||||
local center = {}
|
||||
center = SLOT_ICON_POSITIONS["arcane"]
|
||||
local arcaneVecList = {
|
||||
Vector(center.x + 0.12, 0.3, center.z + 0.05),
|
||||
Vector(center.x - 0.12, 0.3, center.z + 0.05),
|
||||
Vector(center.x - 0.12, 0.3, center.z - 0.05),
|
||||
Vector(center.x + 0.12, 0.3, center.z - 0.05),
|
||||
Vector(center.x + 0.12, 0.3, center.z + 0.05),
|
||||
}
|
||||
center = SLOT_ICON_POSITIONS["ally"]
|
||||
local allyVecList = {
|
||||
Vector(center.x + 0.07, 0.3, center.z + 0.05),
|
||||
Vector(center.x - 0.07, 0.3, center.z + 0.05),
|
||||
Vector(center.x - 0.07, 0.3, center.z - 0.05),
|
||||
Vector(center.x + 0.07, 0.3, center.z - 0.05),
|
||||
Vector(center.x + 0.07, 0.3, center.z + 0.05),
|
||||
}
|
||||
local arcaneVecColor = {0.5, 0.5, 0.5, 0.75}
|
||||
local allyVecColor = {0.5, 0.5, 0.5, 0.75}
|
||||
if selectedSlot == slotIndices.arcane then
|
||||
arcaneVecColor = {0.597, 0.195, 0.796}
|
||||
elseif selectedSlot == slotIndices.ally then
|
||||
allyVecColor = {0.597, 0.195, 0.796}
|
||||
end
|
||||
local box = {}
|
||||
local center = {}
|
||||
center = SLOT_ICON_POSITIONS["arcane"]
|
||||
local arcaneVecList = {
|
||||
Vector(center.x + 0.12, 0.3, center.z + 0.05),
|
||||
Vector(center.x - 0.12, 0.3, center.z + 0.05),
|
||||
Vector(center.x - 0.12, 0.3, center.z - 0.05),
|
||||
Vector(center.x + 0.12, 0.3, center.z - 0.05),
|
||||
Vector(center.x + 0.12, 0.3, center.z + 0.05),
|
||||
}
|
||||
center = SLOT_ICON_POSITIONS["ally"]
|
||||
local allyVecList = {
|
||||
Vector(center.x + 0.07, 0.3, center.z + 0.05),
|
||||
Vector(center.x - 0.07, 0.3, center.z + 0.05),
|
||||
Vector(center.x - 0.07, 0.3, center.z - 0.05),
|
||||
Vector(center.x + 0.07, 0.3, center.z - 0.05),
|
||||
Vector(center.x + 0.07, 0.3, center.z + 0.05),
|
||||
}
|
||||
local arcaneVecColor = { 0.5, 0.5, 0.5, 0.75 }
|
||||
local allyVecColor = { 0.5, 0.5, 0.5, 0.75 }
|
||||
if selectedSlot == slotIndices.arcane then
|
||||
arcaneVecColor = { 0.597, 0.195, 0.796 }
|
||||
elseif selectedSlot == slotIndices.ally then
|
||||
allyVecColor = { 0.597, 0.195, 0.796 }
|
||||
end
|
||||
|
||||
self.setVectorLines({
|
||||
{
|
||||
points = arcaneVecList,
|
||||
color = arcaneVecColor,
|
||||
thickness = 0.02,
|
||||
},
|
||||
{
|
||||
points = allyVecList,
|
||||
color = allyVecColor,
|
||||
thickness = 0.02,
|
||||
},
|
||||
|
||||
})
|
||||
self.setVectorLines({
|
||||
{
|
||||
points = arcaneVecList,
|
||||
color = arcaneVecColor,
|
||||
thickness = 0.02,
|
||||
},
|
||||
{
|
||||
points = allyVecList,
|
||||
color = allyVecColor,
|
||||
thickness = 0.02,
|
||||
},
|
||||
|
||||
})
|
||||
end
|
||||
|
@ -1,9 +1,4 @@
|
||||
-- Customizable Cards: The Raven Quill
|
||||
-- by Chr1Z
|
||||
information = {
|
||||
version = "1.7",
|
||||
last_updated = "12.10.2022"
|
||||
}
|
||||
|
||||
-- Color information for buttons and input boxes
|
||||
boxSize = 37
|
||||
@ -12,8 +7,6 @@ inputFontsize = 38
|
||||
-- static values
|
||||
x_1 = -0.935
|
||||
x_offset = 0.0705
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
@ -28,156 +21,8 @@ posZ = {
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 2, 2, 2, 3, 4 }
|
||||
|
||||
inputBoxes = { 1, 1 }
|
||||
inputWidth = { 425, 775 }
|
||||
inputPos = { { 0.5, 0.25, -0.905 }, { 0.125, 0.25, 0 } }
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState() end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
||||
require("playercards/customizable/UpgradeSheetLibrary")
|
||||
|
173
src/playercards/customizable/UpgradeSheetLibrary.ttslua
Normal file
173
src/playercards/customizable/UpgradeSheetLibrary.ttslua
Normal file
@ -0,0 +1,173 @@
|
||||
--[[ EXAMPLE CONFIGURATION
|
||||
-- Color information for buttons
|
||||
boxSize = 40
|
||||
|
||||
-- static values
|
||||
x_1 = -0.933
|
||||
x_offset = 0.075
|
||||
|
||||
-- z-values (lines on the sheet)
|
||||
posZ = {
|
||||
-0.892,
|
||||
-0.665,
|
||||
-0.430,
|
||||
-0.092,
|
||||
0.142,
|
||||
0.376,
|
||||
0.815
|
||||
}
|
||||
|
||||
-- box setup (amount of boxes per line and amount of marked boxes in that line)
|
||||
existingBoxes = { 1, 1, 1, 1, 2, 4, 5 }
|
||||
inputBoxes = {}]]
|
||||
|
||||
-- static values
|
||||
y_visible = 0.25
|
||||
y_invisible = -0.5
|
||||
|
||||
-- override 'marked boxes' for debugging ('all' or 'none')
|
||||
markDEBUG = ""
|
||||
|
||||
-- save state when going into bags / decks
|
||||
function onDestroy() self.script_state = onSave() end
|
||||
|
||||
function onSave() return JSON.encode({ markedBoxes, inputValues }) end
|
||||
|
||||
-- Startup procedure
|
||||
function onLoad(saved_data)
|
||||
if saved_data ~= "" and markDEBUG == "" then
|
||||
local loaded_data = JSON.decode(saved_data)
|
||||
markedBoxes = loaded_data[1]
|
||||
inputValues = loaded_data[2]
|
||||
else
|
||||
markedBoxes = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
|
||||
inputValues = { "", "", "", "", "" }
|
||||
end
|
||||
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
|
||||
self.addContextMenuItem("Reset Inputs", function() updateState({ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }) end)
|
||||
self.addContextMenuItem("Scale: normal", function() self.setScale({ 1, 1, 1 }) end)
|
||||
self.addContextMenuItem("Scale: double", function() self.setScale({ 2, 1, 2 }) end)
|
||||
self.addContextMenuItem("Scale: triple", function() self.setScale({ 3, 1, 3 }) end)
|
||||
end
|
||||
|
||||
function updateState(markedBoxesNew)
|
||||
if markedBoxesNew then markedBoxes = markedBoxesNew end
|
||||
makeData()
|
||||
createButtonsAndBoxes()
|
||||
end
|
||||
|
||||
-- create Data
|
||||
function makeData()
|
||||
Data = {}
|
||||
Data.checkbox = {}
|
||||
Data.textbox = {}
|
||||
|
||||
-- repeat this for each entry (= line) in existingBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #existingBoxes do
|
||||
-- repeat this for each checkbox per line
|
||||
for j = 1, existingBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.checkbox[totalCount] = {}
|
||||
Data.checkbox[totalCount].pos = {}
|
||||
Data.checkbox[totalCount].pos.x = x_1 + j * x_offset
|
||||
Data.checkbox[totalCount].pos.z = posZ[i]
|
||||
Data.checkbox[totalCount].row = i
|
||||
|
||||
if (markDEBUG == "all") or (markedBoxes[i] >= j and markDEBUG ~= "none") then
|
||||
Data.checkbox[totalCount].pos.y = y_visible
|
||||
Data.checkbox[totalCount].state = true
|
||||
else
|
||||
Data.checkbox[totalCount].pos.y = y_invisible
|
||||
Data.checkbox[totalCount].state = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- repeat this for each entry (= line) in inputBoxes
|
||||
local totalCount = 0
|
||||
for i = 1, #inputBoxes do
|
||||
-- repeat this for each textbox per line
|
||||
for j = 1, inputBoxes[i] do
|
||||
totalCount = totalCount + 1
|
||||
Data.textbox[totalCount] = {}
|
||||
Data.textbox[totalCount].pos = inputPos[totalCount]
|
||||
Data.textbox[totalCount].width = inputWidth[totalCount]
|
||||
Data.textbox[totalCount].value = inputValues[totalCount]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- checks or unchecks the given box
|
||||
function click_checkbox(tableIndex)
|
||||
local row = Data.checkbox[tableIndex].row
|
||||
|
||||
if Data.checkbox[tableIndex].state == true then
|
||||
Data.checkbox[tableIndex].pos.y = y_invisible
|
||||
Data.checkbox[tableIndex].state = false
|
||||
markedBoxes[row] = markedBoxes[row] - 1
|
||||
else
|
||||
Data.checkbox[tableIndex].pos.y = y_visible
|
||||
Data.checkbox[tableIndex].state = true
|
||||
markedBoxes[row] = markedBoxes[row] + 1
|
||||
end
|
||||
|
||||
self.editButton({
|
||||
index = tableIndex - 1,
|
||||
position = Data.checkbox[tableIndex].pos
|
||||
})
|
||||
end
|
||||
|
||||
-- updates saved value for given text box
|
||||
function click_textbox(i, value, selected)
|
||||
if selected == false then
|
||||
inputValues[i] = value
|
||||
end
|
||||
end
|
||||
|
||||
function createButtonsAndBoxes()
|
||||
self.clearButtons()
|
||||
self.clearInputs()
|
||||
|
||||
for i, box_data in ipairs(Data.checkbox) do
|
||||
local funcName = "checkbox" .. i
|
||||
local func = function() click_checkbox(i) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createButton({
|
||||
click_function = funcName,
|
||||
function_owner = self,
|
||||
position = box_data.pos,
|
||||
height = boxSize,
|
||||
width = boxSize,
|
||||
font_size = box_data.size,
|
||||
scale = { 1, 1, 1 },
|
||||
color = { 0, 0, 0 },
|
||||
font_color = { 0, 0, 0 }
|
||||
})
|
||||
end
|
||||
|
||||
for i, box_data in ipairs(Data.textbox) do
|
||||
local funcName = "textbox" .. i
|
||||
local func = function(_, _, val, sel) click_textbox(i, val, sel) end
|
||||
self.setVar(funcName, func)
|
||||
|
||||
self.createInput({
|
||||
input_function = funcName,
|
||||
function_owner = self,
|
||||
label = "Click to type",
|
||||
alignment = 2,
|
||||
position = box_data.pos,
|
||||
scale = buttonScale,
|
||||
width = box_data.width,
|
||||
height = (inputFontsize * 1) + 24,
|
||||
font_size = inputFontsize,
|
||||
color = "White",
|
||||
font_color = buttonFontColor,
|
||||
value = box_data.value
|
||||
})
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue
Block a user