178 lines
6.1 KiB
Plaintext
178 lines
6.1 KiB
Plaintext
local ini_custom_repair = ini_file("repair\\importer.ltx")
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-- Simple injector to replace min condition, add condition repair type and repair only, so we don't need to conflict over LTX files
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function get_prop(section, prop, type)
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type = type or 0
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local ini_to_check = ini_custom_repair:section_exist(section) and ini_custom_repair or ini_sys
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if type == 0 then
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return ini_to_check:r_string_ex(section, prop) or ini_sys:r_string_ex(section, prop, "")
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elseif type == 1 then
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return ini_to_check:r_bool_ex(section, prop) or ini_sys:r_bool_ex(section, prop, false)
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else
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return ini_to_check:r_float_ex(section, prop) or ini_sys:r_float_ex(section, prop, 0)
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end
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end
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-- Override props from LTX
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function item_repair.UIRepair:Reset(obj,section)
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self.section = section
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self.obj = obj
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-- Settings
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self.repair_frame = ini_sys:r_string_ex(section,"repair_ui") or "ui_itm_repair_1"
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self.use_condition = ini_sys:r_bool_ex(section,"use_condition") or false
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self.min_condition = get_prop(section,"repair_min_condition", 2) or 0
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self.max_condition = ini_sys:r_float_ex(section,"repair_max_condition") or 0
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self.add_condition = get_prop(section,"repair_add_condition", 2) or 0
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self.part_bonus = get_prop(section,"repair_part_bonus", 2) or 0
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self.use_parts = ini_sys:r_bool_ex(section,"repair_use_parts") or false
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self.repair_type = ini_sys:r_string_ex(section,"repair_type") or "all"
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self.repair_only = parse_list(ini_sys,section,"repair_only",true)
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self.parts_multi = ini_sys:r_float_ex(section,"repair_parts_multi") or 1
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self.parts_sections = parse_list(ini_sys,section,"repair_parts_sections",true)
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self.parts_match = get_prop(section,"repair_parts_match",1)
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self.use_actor_effects = ini_sys:r_bool_ex(section,"repair_use_actor_effects",false)
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self.con_val = {}
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-- Elements
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self.CC[2]:Reset()
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self.con_txt[1]:SetText("")
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self.con_txt[2]:SetText("")
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self.text_item[1]:SetText("")
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self.text_item[2]:SetText("")
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self.cell_item[1]:Reset()
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self.cell_item[2]:Reset()
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self.con_txt_base:SetText("")
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self.con_txt_new:SetText("")
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self.btn_repair:Enable(false)
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local to_show = self.use_parts and true or false
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self.cap[2]:Show(to_show)
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self.b_inv[2]:Show(to_show)
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self.b_item[2]:Show(to_show)
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self.text_item[2]:Show(to_show)
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self.con_txt[2]:Show(to_show)
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self.CC[2]:Show(to_show)
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-- Set Repair kit icon
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utils_xml.set_upgr_icon(self.obj, self.section, self.box_item_main, self.box_item_main_temp)
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-- Set Repair kit name
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self.cap_menu:SetText(ui_item.get_sec_name(self.section))
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-- Show damaged items
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self:InitInventory(1)
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-- Hide active item
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actor_effects.toggle_active_slot(0)
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-- Play sound
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if (self.repair_frame == "ui_itm_repair_1") or (self.repair_frame == "ui_itm_repair_2") then
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utils_obj.play_sound("interface\\inv_zipper_open")
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else
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utils_obj.play_sound("interface\\inv_briefcase_light_open")
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end
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end
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local str_tbl = {}
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gc = game.translate_string
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function refresh_strings()
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str_tbl.workshop_tool = gc("st_itm_desc_workshop_tool")
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str_tbl.repair_bonus = gc("st_itm_desc_outfit_repair_bonus")
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str_tbl.repair_base_con = gc("st_itm_desc_repair_base_con")
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str_tbl.repair_min_con = gc("st_itm_desc_repair_min_con")
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str_tbl.require_tool = gc("st_itm_desc_outfit_required_tool")
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str_tbl.repair_match = gc("st_itm_desc_repair_match")
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end
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math_ceil = math.ceil
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local clr_o = utils_xml.get_color("d_orange")
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local clr_1 = utils_xml.get_color("ui_gray_2")
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local clr_2 = utils_xml.get_color("ui_gray_1")
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local clr_p = utils_xml.get_color("d_purple")
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local clr_b = utils_xml.get_color("d_cyan")
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BuildFooter = ui_item.build_desc_footer
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-- Override from UI
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function ui_item.build_desc_footer(obj, sec, str)
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if not ini_custom_repair:section_exist(sec) then return BuildFooter(obj, sec, str) end
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str = str or gc(ini_sys:r_string_ex(sec,"description"))
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if (not str) then return "" end
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local _str = ""
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if is_empty(str_tbl) then
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refresh_strings()
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end
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-- Repair base condition
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local repair_base = get_prop(sec,"repair_add_condition", 2)
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if repair_base then
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_str = _str .. clr_o .. " ".. gc("st_dot") .." " .. clr_1 .. " " .. str_tbl.repair_base_con .. ": " .. clr_2 .. " +" .. tostring(math_ceil(repair_base*100)) .. "% \\n"
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end
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-- Repair min condition
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local repair_min = get_prop(sec,"repair_min_condition", 2)
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if repair_min then
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_str = _str .. clr_o .. " ".. gc("st_dot") .." " .. clr_1 .. " " .. str_tbl.repair_min_con .. ": " .. clr_2 .. " " .. tostring(math_ceil(repair_min*100)) .. "% \\n"
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end
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-- Repair bonus part
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local repair_bonus = get_prop(sec,"repair_part_bonus", 2)
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if repair_bonus then
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_str = _str .. clr_o .. " ".. gc("st_dot") .." " .. clr_1 .. " " .. str_tbl.repair_bonus .. ": " .. clr_2 .. " +" .. tostring(math_ceil(repair_bonus*100)) .. "% \\n"
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end
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-- Repair match parts
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local is_part_match = get_prop(sec,"repair_parts_match", 1)
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if is_part_match then
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_str = _str .. clr_b .. " ".. gc("st_dot") .." " .. clr_1 .. " " .. str_tbl.repair_match .. " \\n"
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end
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-- Workshop tool
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local is_workshop_tool = get_prop(sec,"workshop_tool", 1)
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if is_workshop_tool then
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_str = _str .. clr_p .. " ".. gc("st_dot") .." " .. clr_1 .. " " .. str_tbl.workshop_tool .. " \\n"
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end
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str = str .. _str .. " \\n"
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return str
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end
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ParseList = _G.parse_list
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local override_secs = {
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repair_parts_sections = true,
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repair_only = true,
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repair_parts_sections = true
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}
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function _G.parse_list(ini, key, val, convert)
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--printf("Parsing key %s, val %s", key, val)
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local ini_to_use = (override_secs[val] and ini_custom_repair:section_exist(key) and ini_custom_repair:r_string_ex(key, val)) and ini_custom_repair or ini
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return ParseList(ini_to_use, key, val, convert)
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end
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-- mother fuck
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GetList = _G.GetItemList
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function _G.GetItemList(typ)
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list = GetList(typ)
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if typ == "repair" then
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for k,v in pairs(list) do
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if ini_custom_repair:section_exist(k) and ini_custom_repair:r_string_ex(k, "repair_only") then
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list[k] = parse_list(ini_custom_repair, k, "repair_only", true)
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end
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end
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end
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return list
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end
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function on_game_start()
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refresh_strings()
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RegisterScriptCallback("on_localization_change",refresh_strings)
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end |