added some comments
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@ -76,7 +76,7 @@ function updateState(markedBoxesNew, inputValuesNew)
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maybeUpdateSlotDisplay()
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end
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-- create Data
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-- creates the table "Data" based on the saved state, which is the backbone for UI creation
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function makeData()
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Data = { checkbox = {}, textbox = {} }
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@ -116,8 +116,8 @@ function makeData()
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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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-- toggles the state for the clicked checkbox
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function clickCheckbox(tableIndex)
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local row = Data.checkbox[tableIndex].row
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if Data.checkbox[tableIndex].state then
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@ -137,25 +137,26 @@ function click_checkbox(tableIndex)
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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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function clickTextbox(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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-- handles all button, input and skill/slot selection creation
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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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for i, checkbox 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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local func = function() clickCheckbox(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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position = checkbox.pos,
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height = boxSize * 10,
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width = boxSize * 10,
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font_size = 1000,
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@ -165,9 +166,9 @@ function createButtonsAndBoxes()
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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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for i, inputfield 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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local func = function(_, _, val, sel) clickTextbox(i, val, sel) end
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self.setVar(funcName, func)
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self.createInput({
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@ -175,14 +176,13 @@ function createButtonsAndBoxes()
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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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position = inputfield.pos,
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scale = { 0.1, 0.1, 0.1 },
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width = box_data.width * 10,
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height = inputFontsize * 10 + 50,
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font_size = inputFontsize * 10,
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width = inputfield.width * 10,
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height = inputFontsize * 10 + 75,
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font_size = inputFontsize * 10.5,
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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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value = " " .. inputfield.value -- empty space to create a small indent
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})
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end
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@ -194,6 +194,7 @@ end
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-- Living Ink related functions
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---------------------------------------------------------
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-- loads the skill selection from the "inputValues" table
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function maybeLoadSkills()
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if selfId ~= "09079-c" then return end
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selectedSkills = {
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@ -257,9 +258,7 @@ end
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function getCircleVector(center)
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local diameter = Vector(0, 0, 0.1)
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local pointOfOrigin = Vector(center.x, Y_VISIBLE, center.z)
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-- Declare Results vectors
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local vec = Vector(0, 0, 0)
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local vec
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local vecList = {}
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local arcStep = 5
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for i = 0, 360, arcStep do
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@ -285,7 +284,7 @@ function maybeMakeSlotSelectionButtons()
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if selfId ~= "09080-c" then return end
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local buttonData = {
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click_function = "click_arcane",
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click_function = "clickArcane",
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function_owner = self,
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position = { x = -1 * SLOT_ICON_POSITIONS.arcane.x, y = 0.2, z = SLOT_ICON_POSITIONS.arcane.z },
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height = 130,
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@ -294,12 +293,13 @@ function maybeMakeSlotSelectionButtons()
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}
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self.createButton(buttonData)
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buttonData.click_function = "click_ally"
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buttonData.click_function = "clickAlly"
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buttonData.position.x = -1 * SLOT_ICON_POSITIONS.ally.x
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self.createButton(buttonData)
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end
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function click_arcane()
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-- toggles the clicked slot
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function clickArcane()
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if inputValues[1] == SLOT_INDICES.arcane then
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inputValues[1] = SLOT_INDICES.none
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else
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@ -308,7 +308,8 @@ function click_arcane()
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maybeUpdateSlotDisplay()
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end
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function click_ally()
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-- toggles the clicked slot
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function clickAlly()
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if inputValues[1] == SLOT_INDICES.ally then
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inputValues[1] = SLOT_INDICES.none
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else
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