Fixed: Inconsistent EOL

This commit is contained in:
kervala 2016-05-24 11:24:36 +02:00
parent ac66527715
commit 5a699abe0a
2 changed files with 1312 additions and 1312 deletions

File diff suppressed because it is too large Load diff

View file

@ -1,433 +1,433 @@
-- written by Syphox -- written by Syphox
local M = {} local M = {}
function M.exist() function M.exist()
return true return true
end end
local bit32 = {} local bit32 = {}
local logic_and = { local logic_and = {
[0] = { [0] = 0, 0, 0, 0}, [0] = { [0] = 0, 0, 0, 0},
[1] = { [0] = 0, 1, 0, 1}, [1] = { [0] = 0, 1, 0, 1},
[2] = { [0] = 0, 0, 2, 2}, [2] = { [0] = 0, 0, 2, 2},
[3] = { [0] = 0, 1, 2, 3}, [3] = { [0] = 0, 1, 2, 3},
} }
local function checkint32( name, argidx, x, level ) local function checkint32( name, argidx, x, level )
local n = tonumber( x ) local n = tonumber( x )
if not n then if not n then
error( string.format( error( string.format(
"bad argument #%d to '%s' (number expected, got %s)", "bad argument #%d to '%s' (number expected, got %s)",
argidx, name, type( x ) argidx, name, type( x )
), level + 1 ) ), level + 1 )
end end
return math.floor( n ) % 0x100000000 return math.floor( n ) % 0x100000000
end end
local function comb( name, args, nargs, s, t ) local function comb( name, args, nargs, s, t )
for i = 1, nargs do for i = 1, nargs do
args[i] = checkint32( name, i, args[i], 3 ) args[i] = checkint32( name, i, args[i], 3 )
end end
local pow = 1 local pow = 1
local ret = 0 local ret = 0
for b = 0, 31, 2 do for b = 0, 31, 2 do
local c = s local c = s
for i = 1, nargs do for i = 1, nargs do
c = t[c][args[i] % 4] c = t[c][args[i] % 4]
args[i] = math.floor( args[i] / 4 ) args[i] = math.floor( args[i] / 4 )
end end
ret = ret + c * pow ret = ret + c * pow
pow = pow * 4 pow = pow * 4
end end
return ret return ret
end end
function bit32.btest( ... ) function bit32.btest( ... )
return comb( 'btest', { ... }, select( '#', ... ), 3, logic_and ) ~= 0 return comb( 'btest', { ... }, select( '#', ... ), 3, logic_and ) ~= 0
end end
local function targetIsInSameTeam() local function targetIsInSameTeam()
if(getDbProp('UI:VARIABLES:IS_TEAM_PRESENT')~=0)then if(getDbProp('UI:VARIABLES:IS_TEAM_PRESENT')~=0)then
for i=0,7 do for i=0,7 do
local groupEntityUID = getDbProp('SERVER:GROUP:' .. tostring(i) ..':UID') local groupEntityUID = getDbProp('SERVER:GROUP:' .. tostring(i) ..':UID')
if(groupEntityUID == getDbProp('UI:VARIABLES:TARGET:UID'))then if(groupEntityUID == getDbProp('UI:VARIABLES:TARGET:UID'))then
return true return true
end end
end end
return false return false
end end
end end
local function targetIsInSameGuild() local function targetIsInSameGuild()
if(getDbProp('SERVER:GUILD:NAME')~=0)then if(getDbProp('SERVER:GUILD:NAME')~=0)then
local nbMember = getNbGuildMembers(); local nbMember = getNbGuildMembers();
for i=0,(nbMember-1) do for i=0,(nbMember-1) do
if(getGuildMemberName(i) == getTargetName())then if(getGuildMemberName(i) == getTargetName())then
return true return true
end end
end end
return false return false
end end
end end
local function targetIsInSameLeague() local function targetIsInSameLeague()
local targetLeague = getDbProp('SERVER:Entities:E' .. getTargetSlot() .. ':P25') local targetLeague = getDbProp('SERVER:Entities:E' .. getTargetSlot() .. ':P25')
local playerLeague = getDbProp('SERVER:Entities:E0:P25') local playerLeague = getDbProp('SERVER:Entities:E0:P25')
if(targetLeague == playerLeague and playerLeague ~= 0)then if(targetLeague == playerLeague and playerLeague ~= 0)then
return true return true
end end
return false return false
end end
-- no way found yet -- no way found yet
local function targetIsInSameOpFight() local function targetIsInSameOpFight()
end end
-- 1=duel, 2=unk, 3=arena, 4=unk, 5=gvg (pr), 6=unk, 7=tagged(mara), 8=unk, 9=tp safezone, 10=safe zone related -- 1=duel, 2=unk, 3=arena, 4=unk, 5=gvg (pr), 6=unk, 7=tagged(mara), 8=unk, 9=tp safezone, 10=safe zone related
function M.checkPvPMode() function M.checkPvPMode()
local targetProp = getDbProp('SERVER:Entities:E' .. getTargetSlot() .. ':P23') local targetProp = getDbProp('SERVER:Entities:E' .. getTargetSlot() .. ':P23')
local playerProp = getDbProp('SERVER:Entities:E0:P23') local playerProp = getDbProp('SERVER:Entities:E0:P23')
local pvp_mode = {1,3,5,7} local pvp_mode = {1,3,5,7}
for i=1,8 do for i=1,8 do
if(bit32.btest(targetProp, 2^(i-1)) and bit32.btest(playerProp, 2^(i-1)))then if(bit32.btest(targetProp, 2^(i-1)) and bit32.btest(playerProp, 2^(i-1)))then
return true return true
end end
end end
return false return false
end end
function M.PvPLogo() function M.PvPLogo()
local targetProp = getDbProp('SERVER:Entities:E' .. getTargetSlot() .. ':P23') local targetProp = getDbProp('SERVER:Entities:E' .. getTargetSlot() .. ':P23')
for i=1,8 do for i=1,8 do
if(bit32.btest(targetProp, 2^(i-1)))then if(bit32.btest(targetProp, 2^(i-1)))then
return true return true
end end
end end
return false return false
end end
function M.isEnemy() function M.isEnemy()
if(isTargetPlayer() and M.checkPvPMode())then if(isTargetPlayer() and M.checkPvPMode())then
if(targetIsInSameGuild())then if(targetIsInSameGuild())then
return false return false
end end
if(targetIsInSameTeam())then if(targetIsInSameTeam())then
return false return false
end end
if(targetIsInSameLeague())then if(targetIsInSameLeague())then
return false return false
end end
return true return true
end end
return false return false
end end
local function TJauge(val) local function TJauge(val)
local jvalue = getDbProp("UI:VARIABLES:BARS:TARGET:" .. val) / 1.27 local jvalue = getDbProp("UI:VARIABLES:BARS:TARGET:" .. val) / 1.27
if(jvalue < 0)then if(jvalue < 0)then
jvalue = 0 jvalue = 0
end end
setDbProp("UI:VARIABLES:BARS:TARGET:" .. val .. "_PERCENT", math.floor(jvalue)) setDbProp("UI:VARIABLES:BARS:TARGET:" .. val .. "_PERCENT", math.floor(jvalue))
end end
function M.UpdateJauge() function M.UpdateJauge()
local bars = {"HP", "SAP", "STA"} local bars = {"HP", "SAP", "STA"}
for k,v in pairs(bars) do for k,v in pairs(bars) do
TJauge(v) TJauge(v)
end end
end end
function M.teamInvite(uiID) function M.teamInvite(uiID)
runAH(nil, 'talk', 'mode=0|text=/invite '.. getUI('ui:interface:' .. uiID).title) runAH(nil, 'talk', 'mode=0|text=/invite '.. getUI('ui:interface:' .. uiID).title)
end end
function M.updateFLinvB(uiID) function M.updateFLinvB(uiID)
if(uiID==nil)then if(uiID==nil)then
return return
end end
local tUI = getUI('ui:interface:' .. uiID .. ':header_closed:invite_button') local tUI = getUI('ui:interface:' .. uiID .. ':header_closed:invite_button')
if(getUI('ui:interface:' .. uiID .. ':header_closed:online').texture ~= 'w_online.tga')then if(getUI('ui:interface:' .. uiID .. ':header_closed:online').texture ~= 'w_online.tga')then
if(tUI.texture == 'invt.tga')then if(tUI.texture == 'invt.tga')then
tUI.texture = '' tUI.texture = ''
end end
else else
if(tUI.texture == '')then if(tUI.texture == '')then
tUI.texture = 'invt.tga' tUI.texture = 'invt.tga'
tUI.x = -52 tUI.x = -52
tUI.y = 0 tUI.y = 0
end end
end end
end end
function M.invToGuild(ply) function M.invToGuild(ply)
ply = getUI('ui:interface:add_guild'):find('edit_text').hardtext:split(">")[2] ply = getUI('ui:interface:add_guild'):find('edit_text').hardtext:split(">")[2]
if(ply ~= '')then if(ply ~= '')then
runAH(nil, 'talk', 'mode=0|text=/guildinvite ' .. ply) runAH(nil, 'talk', 'mode=0|text=/guildinvite ' .. ply)
end end
runAH(nil, 'leave_modal', '') runAH(nil, 'leave_modal', '')
end end
function M.teamInviteFromGuild(uiID) function M.teamInviteFromGuild(uiID)
runAH(nil, 'talk', 'mode=0|text=/invite ' .. getGuildMemberName(tonumber(uiID:split(":m")[2]))) runAH(nil, 'talk', 'mode=0|text=/invite ' .. getGuildMemberName(tonumber(uiID:split(":m")[2])))
end end
local tGuild = 'ui:interface:guild:content:tab_guild:list_member:guild_members' local tGuild = 'ui:interface:guild:content:tab_guild:list_member:guild_members'
function M.updateGLinvB() function M.updateGLinvB()
if(getUI('ui:interface:guild').active)then if(getUI('ui:interface:guild').active)then
-- if get #id from member template, it creates too many instances and game will crash. bad coded from ryzom dev -- if get #id from member template, it creates too many instances and game will crash. bad coded from ryzom dev
for v = 0, (getNbGuildMembers()-1) do for v = 0, (getNbGuildMembers()-1) do
local uiTexture = getUI(tGuild .. ":" .. tGuild .. ":m" .. v .. ':online') local uiTexture = getUI(tGuild .. ":" .. tGuild .. ":m" .. v .. ':online')
local tUI = getUI(tGuild .. ":" .. tGuild .. ":m" .. v .. ':invite_button') local tUI = getUI(tGuild .. ":" .. tGuild .. ":m" .. v .. ':invite_button')
if(getUI("ui:interface:player").title ~= getUI(tGuild .. ":" .. tGuild .. ":m" .. v .. ":name").hardtext)then if(getUI("ui:interface:player").title ~= getUI(tGuild .. ":" .. tGuild .. ":m" .. v .. ":name").hardtext)then
if(uiTexture.texture ~= 'w_online.tga')then if(uiTexture.texture ~= 'w_online.tga')then
if(tUI.texture == 'invt.tga')then if(tUI.texture == 'invt.tga')then
tUI.texture = '' tUI.texture = ''
end end
else else
if(tUI.texture == '')then if(tUI.texture == '')then
tUI.texture = 'invt.tga' tUI.texture = 'invt.tga'
tUI.x = -22 tUI.x = -22
tUI.y = 0 tUI.y = 0
end end
end end
else else
-- fix the invite button in guild tab, because it sometimes disappear -- fix the invite button in guild tab, because it sometimes disappear
-- the button appear for the player with higher grade than member -- the button appear for the player with higher grade than member
local invB = getUI('ui:interface:guild:content:tab_guild_i:invite') local invB = getUI('ui:interface:guild:content:tab_guild_i:invite')
if(getGuildMemberGrade(v) ~= 'Member')then if(getGuildMemberGrade(v) ~= 'Member')then
if(invB.active == false)then if(invB.active == false)then
invB.active = true invB.active = true
end end
else else
invB.active = false invB.active = false
end end
end end
end end
end end
end end
function M.updateMemberCount() function M.updateMemberCount()
-- fix the new guild tab -- fix the new guild tab
local mcount = getUI('ui:interface:guild:content:tab_guild_i:member_count') local mcount = getUI('ui:interface:guild:content:tab_guild_i:member_count')
if(getUI('ui:interface:guild').active)then if(getUI('ui:interface:guild').active)then
if(tonumber(mcount.hardtext) ~= getNbGuildMembers())then if(tonumber(mcount.hardtext) ~= getNbGuildMembers())then
mcount.hardtext = getNbGuildMembers() mcount.hardtext = getNbGuildMembers()
end end
end end
end end
function M.updateFPS() function M.updateFPS()
local fpsUI = getUI('ui:interface:compass:frame:fps') local fpsUI = getUI('ui:interface:compass:frame:fps')
if(fpsUI==nil)then return end; if(fpsUI==nil)then return end;
local fps = getDbProp('UI:VARIABLES:FPS') local fps = getDbProp('UI:VARIABLES:FPS')
fpsUI.hardtext = fps; fpsUI.hardtext = fps;
local colRGB = '255 81 81 255' local colRGB = '255 81 81 255'
if(fps >= 30)then if(fps >= 30)then
colRGB = '155 255 81 255' colRGB = '155 255 81 255'
elseif(fps >= 20)then elseif(fps >= 20)then
colRGB = '249 255 81 255' colRGB = '249 255 81 255'
end end
fpsUI.color = colRGB fpsUI.color = colRGB
end end
function string:split(Pattern) function string:split(Pattern)
local Results = {} local Results = {}
local Start = 1 local Start = 1
local SplitStart, SplitEnd = string.find(self, Pattern, Start) local SplitStart, SplitEnd = string.find(self, Pattern, Start)
while(SplitStart)do while(SplitStart)do
table.insert(Results, string.sub(self, Start, SplitStart-1)) table.insert(Results, string.sub(self, Start, SplitStart-1))
Start = SplitEnd+1 Start = SplitEnd+1
SplitStart, SplitEnd = string.find(self, Pattern, Start) SplitStart, SplitEnd = string.find(self, Pattern, Start)
end end
table.insert(Results, string.sub(self, Start)) table.insert(Results, string.sub(self, Start))
return Results return Results
end end
function M.sysinfo(txt, mtd) function M.sysinfo(txt, mtd)
if(mtd==nil)then mtd='SYS' end; if(mtd==nil)then mtd='SYS' end;
displaySystemInfo(ucstring(tostring(txt)), mtd); displaySystemInfo(ucstring(tostring(txt)), mtd);
end end
function M.showTargetPercent() function M.showTargetPercent()
local targetUI = getUI('ui:interface:target') local targetUI = getUI('ui:interface:target')
local playerUI = getUI('ui:interface:player') local playerUI = getUI('ui:interface:player')
local contentUI = targetUI:find("content") local contentUI = targetUI:find("content")
local clawImg = targetUI:find("slot_claw") local clawImg = targetUI:find("slot_claw")
local targetTitle = targetUI:find("target_title") local targetTitle = targetUI:find("target_title")
local playerTitle = playerUI:find("player_title") local playerTitle = playerUI:find("player_title")
local wgTargetConside = targetUI:find("conside") local wgTargetConside = targetUI:find("conside")
local wgTargetLevel = targetUI:find("target_level") local wgTargetLevel = targetUI:find("target_level")
targetTitle.color = "255 255 255 255" targetTitle.color = "255 255 255 255"
playerTitle.color = targetTitle.color playerTitle.color = targetTitle.color
if (isTargetUser() or if (isTargetUser() or
(isTargetPlayer() and (isTargetPlayer() and
not M.isEnemy()))then not M.isEnemy()))then
wgTargetConside.active = false wgTargetConside.active = false
contentUI.h = 55 contentUI.h = 55
contentUI.y = -24 contentUI.y = -24
clawImg.active = false clawImg.active = false
else else
if(not isTargetPlayer() and if(not isTargetPlayer() and
not M.checkPvPMode() and not M.checkPvPMode() and
getTargetLevel() > 0)then getTargetLevel() > 0)then
if(clawImg.texture ~= "claw.tga")then if(clawImg.texture ~= "claw.tga")then
clawImg.texture = "claw.tga" clawImg.texture = "claw.tga"
clawImg.x = 7 clawImg.x = 7
clawImg.y = -6 clawImg.y = -6
end end
end end
if(targetUI.title == "")then if(targetUI.title == "")then
wgTargetConside.active = false wgTargetConside.active = false
clawImg.active = false clawImg.active = false
end end
contentUI.h = 18 contentUI.h = 18
contentUI.y = -26 contentUI.y = -26
end end
if(getTargetLevelForce() > 0 and if(getTargetLevelForce() > 0 and
not isTargetPlayer())then not isTargetPlayer())then
if(getTargetLevel() > 0)then if(getTargetLevel() > 0)then
--fix campfire, do not show claw --fix campfire, do not show claw
if(tostring(getTargetSheet())~="object_campfire_28_b.creature")then if(tostring(getTargetSheet())~="object_campfire_28_b.creature")then
wgTargetConside.active = true wgTargetConside.active = true
clawImg.active = true clawImg.active = true
end end
end end
end end
if(getTargetLevel() <= 0 or isTargetNPC())then if(getTargetLevel() <= 0 or isTargetNPC())then
wgTargetConside.active = false wgTargetConside.active = false
wgTargetLevel.active = false wgTargetLevel.active = false
wgTargetLevel.hardtext = "" wgTargetLevel.hardtext = ""
clawImg.active = false clawImg.active = false
wgTargetConside.texture = "blank_n.tga" wgTargetConside.texture = "blank_n.tga"
end end
if((isTargetUser() or isTargetPlayer()) and M.PvPLogo())then if((isTargetUser() or isTargetPlayer()) and M.PvPLogo())then
if(clawImg.texture ~= "pvp.tga")then if(clawImg.texture ~= "pvp.tga")then
clawImg.texture = "pvp.tga" clawImg.texture = "pvp.tga"
clawImg.x = 0 clawImg.x = 0
clawImg.y = 5 clawImg.y = 5
end end
clawImg.active = true clawImg.active = true
wgTargetConside.active = false wgTargetConside.active = false
end end
end end
function M.newConsider() function M.newConsider()
local targetWindow = getUI("ui:interface:target") local targetWindow = getUI("ui:interface:target")
local clawImg = targetWindow:find("slot_claw") local clawImg = targetWindow:find("slot_claw")
local targetTitle = targetWindow:find("target_title") local targetTitle = targetWindow:find("target_title")
local wgTargetLevel = targetWindow:find("target_level") local wgTargetLevel = targetWindow:find("target_level")
local wgTargetConside = targetWindow:find("conside") local wgTargetConside = targetWindow:find("conside")
local wgImpossible = targetWindow:find("impossible") local wgImpossible = targetWindow:find("impossible")
local wgSlotRing = targetWindow:find("slot_ring") local wgSlotRing = targetWindow:find("slot_ring")
local wgToolTip = targetWindow:find("target_tooltip") local wgToolTip = targetWindow:find("target_tooltip")
local pvpMode = false local pvpMode = false
local maxDiffLevel = 10 local maxDiffLevel = 10
if not pvpMode then if not pvpMode then
for gm = 0, 7 do for gm = 0, 7 do
if getDbProp("SERVER:GROUP:" .. tostring(gm) .. ":PRESENT") ~= 0 then if getDbProp("SERVER:GROUP:" .. tostring(gm) .. ":PRESENT") ~= 0 then
maxDiffLevel = maxDiffLevel + 10 maxDiffLevel = maxDiffLevel + 10
end end
end end
end end
local impossible = (getTargetLevel() - getPlayerLevel() > maxDiffLevel) local impossible = (getTargetLevel() - getPlayerLevel() > maxDiffLevel)
wgSlotRing.active = false wgSlotRing.active = false
wgTargetConside.active = false wgTargetConside.active = false
wgImpossible.active = false wgImpossible.active = false
wgTargetConside.texture = "blank_n.tga" wgTargetConside.texture = "blank_n.tga"
if impossible then if impossible then
-- targeted object is too hard too beat, display a skull -- targeted object is too hard too beat, display a skull
wgTargetLevel.active = false wgTargetLevel.active = false
wgTargetConside.active = false wgTargetConside.active = false
wgImpossible.texture = "skull_imp.tga" wgImpossible.texture = "skull_imp.tga"
clawImg.active = false clawImg.active = false
wgImpossible.active = true wgImpossible.active = true
wgImpossible.color = "255 255 255 255" wgImpossible.color = "255 255 255 255"
--wgImpossible.color = "255 50 50 255" --wgImpossible.color = "255 50 50 255"
wgTargetLevel.hardtext = "" wgTargetLevel.hardtext = ""
else else
--fix campfire, do not show, claw, lvl and consider --fix campfire, do not show, claw, lvl and consider
if(tostring(getTargetSheet())=="object_campfire_28_b.creature")then if(tostring(getTargetSheet())=="object_campfire_28_b.creature")then
wgTargetConside.active = false wgTargetConside.active = false
wgTargetLevel.active = false wgTargetLevel.active = false
wgTargetLevel.hardtext = "" wgTargetLevel.hardtext = ""
clawImg.active = false clawImg.active = false
wgTargetConside.texture = "blank_n.tga" wgTargetConside.texture = "blank_n.tga"
return return
end end
-- player can see the level of the targeted creature, but not from NPC's -- player can see the level of the targeted creature, but not from NPC's
if(not isTargetNPC())then if(not isTargetNPC())then
wgTargetLevel.active = true wgTargetLevel.active = true
wgTargetConside.active = true wgTargetConside.active = true
wgImpossible.active = false wgImpossible.active = false
wgImpossible.texture = "blank_n.tga" wgImpossible.texture = "blank_n.tga"
wgTargetLevel.hardtext = tostring(getTargetLevel()) wgTargetLevel.hardtext = tostring(getTargetLevel())
wgTargetLevel.color = "255 255 255 255" wgTargetLevel.color = "255 255 255 255"
wgImpossible.color = "255 255 255 255" wgImpossible.color = "255 255 255 255"
end end
local image={ 'b1', 'b2', 'b3', 'b4', 'b5', 'g1', 'g2', 'g3', 'g4', 'g5', 'ge1', 'ge2', 'ge3', 'ge4', 'ge5', 'r1', 'r2', 'r3', 'r4', 'r5', 'l1', 'l2', 'l3', 'l4', 'l5', 'l5', 'l5' } local image={ 'b1', 'b2', 'b3', 'b4', 'b5', 'g1', 'g2', 'g3', 'g4', 'g5', 'ge1', 'ge2', 'ge3', 'ge4', 'ge5', 'r1', 'r2', 'r3', 'r4', 'r5', 'l1', 'l2', 'l3', 'l4', 'l5', 'l5', 'l5' }
if(getTargetLevel()<10)then if(getTargetLevel()<10)then
wgTargetConside.texture = 'consider_gr.tga' wgTargetConside.texture = 'consider_gr.tga'
end end
for k,v in pairs(image) do for k,v in pairs(image) do
if(getTargetLevel()>=tonumber(k .. 0))then if(getTargetLevel()>=tonumber(k .. 0))then
wgTargetConside.texture = 'consider_' .. v .. '.tga' wgTargetConside.texture = 'consider_' .. v .. '.tga'
end end
end end
end end
-- based on the 'level force', set a colored ring around the level -- based on the 'level force', set a colored ring around the level
local levelForce = getTargetLevelForce() local levelForce = getTargetLevelForce()
wgImpossible.active = true wgImpossible.active = true
if levelForce < 6 then if levelForce < 6 then
wgToolTip.tooltip = i18n.get("uittConsiderTargetLevel") wgToolTip.tooltip = i18n.get("uittConsiderTargetLevel")
elseif levelForce == 6 then elseif levelForce == 6 then
-- Named creature -- Named creature
wgImpossible.color = "255 255 255 255" wgImpossible.color = "255 255 255 255"
--wgImpossible.color = "191 225 254 255" --wgImpossible.color = "191 225 254 255"
wgImpossible.texture = "skull_imp.tga" wgImpossible.texture = "skull_imp.tga"
wgImpossible.active = true wgImpossible.active = true
wgToolTip.tooltip = i18n.get("uittConsiderNamedOrMiniBoss") wgToolTip.tooltip = i18n.get("uittConsiderNamedOrMiniBoss")
wgTargetLevel.hardtext = "" wgTargetLevel.hardtext = ""
elseif levelForce == 7 then elseif levelForce == 7 then
-- Boss -- Boss
wgImpossible.color = "255 255 255 255" wgImpossible.color = "255 255 255 255"
--wgImpossible.color = "222 191 254 255" --wgImpossible.color = "222 191 254 255"
wgImpossible.texture = "skull_imp.tga" wgImpossible.texture = "skull_imp.tga"
wgImpossible.active = true wgImpossible.active = true
wgToolTip.tooltip = i18n.get("uittConsiderNamedOrMiniBoss") wgToolTip.tooltip = i18n.get("uittConsiderNamedOrMiniBoss")
wgTargetLevel.hardtext = "" wgTargetLevel.hardtext = ""
elseif levelForce == 8 then elseif levelForce == 8 then
-- Mini-Boss -- Mini-Boss
wgImpossible.color = "255 255 255 255" wgImpossible.color = "255 255 255 255"
--wgImpossible.color = "254 191 191 255" --wgImpossible.color = "254 191 191 255"
wgImpossible.texture = "skull_imp.tga" wgImpossible.texture = "skull_imp.tga"
wgImpossible.active = true wgImpossible.active = true
wgTargetLevel.hardtext = "" wgTargetLevel.hardtext = ""
wgTargetConside.active = false wgTargetConside.active = false
if isTargetNPC() then if isTargetNPC() then
wgToolTip.tooltip = i18n.get("uittConsiderBossNpc") wgToolTip.tooltip = i18n.get("uittConsiderBossNpc")
else else
wgToolTip.tooltip = i18n.get("uittConsiderBoss") wgToolTip.tooltip = i18n.get("uittConsiderBoss")
end end
end end
if impossible then if impossible then
wgToolTip.tooltip = concatUCString(wgToolTip.tooltip, ucstring("\n"), i18n.get("uittConsiderUnknownLevel")) wgToolTip.tooltip = concatUCString(wgToolTip.tooltip, ucstring("\n"), i18n.get("uittConsiderUnknownLevel"))
end end
end end
return M return M