--[[ BSD License Disclaimer Copyright © 2017, sylandro All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of invtracker nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL sylandro BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]] _addon.name = 'invtracker' _addon.author = 'sylandro' _addon.version = '1.0.0' _addon.language = 'English' config = require('config') images = require('images') texts = require('texts') res = require('resources') packets = require('packets') local CUTSCENE_STATUS_ID = 4 local SCROLL_LOCK_KEY = 70 local MAX_EQUIPMENT_SIZE = 16 local DEFAULT_ITEM_STATUS = 0 local EQUIPPED_ITEM_STATUS = 5 local LINKSHELL_EQUIPPED_ITEM_STATUS = 19 local BAZAAR_ITEM_STATUS = 25 local EQUIPMENT_CHANGED_PACKET = 0x50 local BAZAAR_PRICE_PACKET = 0x10A local EQUIPSET_CHANGED_PACKET = 0x051 local INVENTORY_FINISH_PACKET = 0x1D local LOGIN_ZONE_PACKET = 0x0A local TREASURE_FIND_ITEM_PACKET = 0xD2 local TREASURE_LOT_ITEM_PACKET = 0xD3 local EQUIP_LINKSHELL_PACKET = 0xC4 local INVENTORY_SIZE_PACKET = 0x1C local GIL_ITEM_ID = 65535 local NO_ITEM_ID = 0 local hideKey = SCROLL_LOCK_KEY local is_hidden_by_cutscene = false local is_hidden_by_key = false defaults = {} defaults.HideKey = SCROLL_LOCK_KEY defaults.slotImage = {} defaults.slotImage.sort = true defaults.slotImage.spacing = 4 defaults.slotImage.blockSpacing = 4 defaults.slotImage.visible = true defaults.slotImage.pos = {} defaults.slotImage.pos.x = -365 defaults.slotImage.pos.y = -50 defaults.slotImage.equipment = {} defaults.slotImage.equipment.visible = true defaults.slotImage.equipment.maxColumns = 4 defaults.slotImage.inventory = {} defaults.slotImage.inventory.visible = true defaults.slotImage.inventory.maxColumns = 5 defaults.slotImage.mogSafe = {} defaults.slotImage.mogSafe.visible = false defaults.slotImage.mogSafe.maxColumns = 5 defaults.slotImage.mogStorage = {} defaults.slotImage.mogStorage.visible = false defaults.slotImage.mogStorage.maxColumns = 4 defaults.slotImage.mogLocker = {} defaults.slotImage.mogLocker.visible = false defaults.slotImage.mogLocker.maxColumns = 5 defaults.slotImage.mogSatchel = {} defaults.slotImage.mogSatchel.visible = true defaults.slotImage.mogSatchel.maxColumns = 5 defaults.slotImage.mogSack = {} defaults.slotImage.mogSack.visible = true defaults.slotImage.mogSack.maxColumns = 5 defaults.slotImage.mogCase = {} defaults.slotImage.mogCase.visible = true defaults.slotImage.mogCase.maxColumns = 5 defaults.slotImage.mogWardrobe = {} defaults.slotImage.mogWardrobe.visible = false defaults.slotImage.mogWardrobe.maxColumns = 5 defaults.slotImage.tempInventory = {} defaults.slotImage.tempInventory.maxColumns = 1 defaults.slotImage.tempInventory.visible = true defaults.slotImage.treasury = {} defaults.slotImage.treasury.visible = true defaults.slotImage.treasury.maxColumns = 1 defaults.slotImage.status = {} defaults.slotImage.status.default = {} defaults.slotImage.status.default.color = {} defaults.slotImage.status.default.color.alpha = 255 defaults.slotImage.status.default.color.red = 0 defaults.slotImage.status.default.color.green = 170 defaults.slotImage.status.default.color.blue = 170 defaults.slotImage.status.default.background = {} defaults.slotImage.status.default.background.color = {} defaults.slotImage.status.default.background.color.alpha = 200 defaults.slotImage.status.default.background.color.red = 0 defaults.slotImage.status.default.background.color.green = 60 defaults.slotImage.status.default.background.color.blue = 60 defaults.slotImage.status.fullStack = {} defaults.slotImage.status.fullStack.color = {} defaults.slotImage.status.fullStack.color.alpha = 255 defaults.slotImage.status.fullStack.color.red = 245 defaults.slotImage.status.fullStack.color.green = 40 defaults.slotImage.status.fullStack.color.blue = 40 defaults.slotImage.status.fullStack.background = {} defaults.slotImage.status.fullStack.background.color = {} defaults.slotImage.status.fullStack.background.color.alpha = 200 defaults.slotImage.status.fullStack.background.color.red = 100 defaults.slotImage.status.fullStack.background.color.green = 0 defaults.slotImage.status.fullStack.background.color.blue = 0 defaults.slotImage.status.equipment = {} defaults.slotImage.status.equipment.color = {} defaults.slotImage.status.equipment.color.alpha = 255 defaults.slotImage.status.equipment.color.red = 253 defaults.slotImage.status.equipment.color.green = 252 defaults.slotImage.status.equipment.color.blue = 250 defaults.slotImage.status.equipment.background = {} defaults.slotImage.status.equipment.background.color = {} defaults.slotImage.status.equipment.background.color.alpha = 200 defaults.slotImage.status.equipment.background.color.red = 50 defaults.slotImage.status.equipment.background.color.green = 50 defaults.slotImage.status.equipment.background.color.blue = 50 defaults.slotImage.status.equipped = {} defaults.slotImage.status.equipped.color = {} defaults.slotImage.status.equipped.color.alpha = 255 defaults.slotImage.status.equipped.color.red = 150 defaults.slotImage.status.equipped.color.green = 255 defaults.slotImage.status.equipped.color.blue = 150 defaults.slotImage.status.equipped.background = {} defaults.slotImage.status.equipped.background.color = {} defaults.slotImage.status.equipped.background.color.alpha = 200 defaults.slotImage.status.equipped.background.color.red = 0 defaults.slotImage.status.equipped.background.color.green = 100 defaults.slotImage.status.equipped.background.color.blue = 0 defaults.slotImage.status.linkshellEquipped = {} defaults.slotImage.status.linkshellEquipped.color = {} defaults.slotImage.status.linkshellEquipped.color.alpha = 255 defaults.slotImage.status.linkshellEquipped.color.red = 150 defaults.slotImage.status.linkshellEquipped.color.green = 255 defaults.slotImage.status.linkshellEquipped.color.blue = 150 defaults.slotImage.status.linkshellEquipped.background = {} defaults.slotImage.status.linkshellEquipped.background.color = {} defaults.slotImage.status.linkshellEquipped.background.color.alpha = 200 defaults.slotImage.status.linkshellEquipped.background.color.red = 0 defaults.slotImage.status.linkshellEquipped.background.color.green = 100 defaults.slotImage.status.linkshellEquipped.background.color.blue = 0 defaults.slotImage.status.bazaar = {} defaults.slotImage.status.bazaar.color = {} defaults.slotImage.status.bazaar.color.alpha = 255 defaults.slotImage.status.bazaar.color.red = 225 defaults.slotImage.status.bazaar.color.green = 160 defaults.slotImage.status.bazaar.color.blue = 30 defaults.slotImage.status.bazaar.background = {} defaults.slotImage.status.bazaar.background.color = {} defaults.slotImage.status.bazaar.background.color.alpha = 200 defaults.slotImage.status.bazaar.background.color.red = 100 defaults.slotImage.status.bazaar.background.color.green = 100 defaults.slotImage.status.bazaar.background.color.blue = 0 defaults.slotImage.status.tempItem = {} defaults.slotImage.status.tempItem.color = {} defaults.slotImage.status.tempItem.color.alpha = 255 defaults.slotImage.status.tempItem.color.red = 255 defaults.slotImage.status.tempItem.color.green = 130 defaults.slotImage.status.tempItem.color.blue = 255 defaults.slotImage.status.tempItem.background = {} defaults.slotImage.status.tempItem.background.color = {} defaults.slotImage.status.tempItem.background.color.alpha = 200 defaults.slotImage.status.tempItem.background.color.red = 100 defaults.slotImage.status.tempItem.background.color.green = 0 defaults.slotImage.status.tempItem.background.color.blue = 100 defaults.slotImage.status.empty = {} defaults.slotImage.status.empty.color = {} defaults.slotImage.status.empty.color.alpha = 150 defaults.slotImage.status.empty.color.red = 0 defaults.slotImage.status.empty.color.green = 0 defaults.slotImage.status.empty.color.blue = 0 defaults.slotImage.status.empty.background = {} defaults.slotImage.status.empty.background.color = {} defaults.slotImage.status.empty.background.color.alpha = 150 defaults.slotImage.status.empty.background.color.red = 0 defaults.slotImage.status.empty.background.color.green = 0 defaults.slotImage.status.empty.background.color.blue = 0 local settings = config.load(defaults) config.save(settings) settings.slotImage.box = {} settings.slotImage.box.size = {} settings.slotImage.box.size.height = 2 settings.slotImage.box.size.width = 2 settings.slotImage.box.texture = {} settings.slotImage.box.texture.path = windower.addon_path..'slot.png' settings.slotImage.box.texture.fit = false settings.slotImage.box.repeatable = {} settings.slotImage.box.repeatable.x = 1 settings.slotImage.box.repeatable.y = 1 settings.slotImage.background = {} settings.slotImage.background.size = {} settings.slotImage.background.size.height = 3 settings.slotImage.background.size.width = 3 settings.slotImage.background.texture = {} settings.slotImage.background.texture.path = windower.addon_path..'slot.png' settings.slotImage.background.texture.fit = false settings.slotImage.background.repeatable = {} settings.slotImage.background.repeatable.x = 1 settings.slotImage.background.repeatable.y = 1 local windower_settings = windower.get_windower_settings() local yRes = windower_settings.ui_y_res local xRes = windower_settings.ui_x_res local current_block = 0 local current_slot = 1 local current_row = 1 local current_column = 1 local last_column = 1 local items = {} local slot_images = {} local inventory_loaded = false local refresh_all = false local refresh_items = false local refresh_inventory = false local refresh_linkshell = false local last_treasure_count = 0 config.register(settings, function(settings) hideKey = settings.HideKey xBase = settings.slotImage.pos.x yBase = settings.slotImage.pos.y end) windower.register_event('load',function() if windower.ffxi.get_info().logged_in then initialize() end end) windower.register_event('login',function() update_all() hide() end) windower.register_event('logout', function(...) inventory_loaded = false hide() clear() end) windower.register_event('add item', function(_bag,_index,id,...) if (id ~= GIL_ITEM_ID and id ~= NO_ITEM_ID) then refresh_items = true end end) windower.register_event('remove item', function(_bag,_index,id,...) if (id ~= GIL_ITEM_ID and id ~= NO_ITEM_ID) then refresh_items = true end end) windower.register_event('linkshell change', function(new,old) if (refresh_linkshell) then refresh_inventory = true refresh_linkshell = false end end) windower.register_event('incoming chunk',function(id,org,_modi,_is_injected,_is_blocked) if (id == LOGIN_ZONE_PACKET) then inventory_loaded = false elseif (id == INVENTORY_FINISH_PACKET) then update() elseif (id == TREASURE_FIND_ITEM_PACKET) then update_treasure_only() elseif (id == TREASURE_LOT_ITEM_PACKET) then update_treasure_only() elseif (id == INVENTORY_SIZE_PACKET) then update_if_different_size(org) end end) windower.register_event('outgoing chunk',function(id,org,_modi,_is_injected,_is_blocked) if (id == EQUIPMENT_CHANGED_PACKET or id == EQUIPSET_CHANGED_PACKET) then refresh_all = true elseif (id == BAZAAR_PRICE_PACKET) then refresh_inventory = true elseif (id == EQUIP_LINKSHELL_PACKET) then refresh_linkshell = true end end) windower.register_event('status change', function(new_status_id) local is_cutscene_playing = is_cutscene(new_status_id) toggle_display_if_cutscene(is_cutscene_playing) end) windower.register_event('keyboard', function(dik, down, _flags, _blocked) toggle_display_if_hide_key_is_pressed(dik, down) end) function update() if (inventory_loaded) then update_if_event() else initialize() end end function initialize() inventory_loaded = true update_all() refresh_all = false refresh_items = false refresh_inventory = false if not is_hidden_by_key and not is_hidden_by_cutscene then show() end end function update_all() setup_indexes() update_equipment() update_items() update_treasure_bag(settings.slotImage.treasury,items.treasure) end function update_if_event() if (refresh_all) then update_all() refresh_all = false refresh_items = false refresh_inventory = false elseif (refresh_items) then update_items_only() refresh_items = false refresh_inventory = false elseif (refresh_inventory) then update_inventory_only() refresh_inventory = false end end function update_inventory_only() setup_indexes() skip_block_if_enabled(settings.slotImage.equipment.visible, true,settings.slotImage.equipment.maxColumns,MAX_EQUIPMENT_SIZE) update_bag(settings.slotImage.inventory,items.inventory,items.max_inventory,items.enabled_inventory) end function update_items_only() setup_indexes() skip_block_if_enabled(settings.slotImage.equipment.visible, true,settings.slotImage.equipment.maxColumns,MAX_EQUIPMENT_SIZE) update_items() end function update_treasure_only() local s = settings.slotImage if (inventory_loaded and s.treasury.visible) then setup_indexes() skip_block_if_enabled(s.equipment.visible, true,s.equipment.maxColumns,MAX_EQUIPMENT_SIZE) skip_block_if_enabled(s.inventory.visible,items.enabled_inventory,s.inventory.maxColumns,items.max_inventory) skip_block_if_enabled(s.mogSafe.visible,items.safe.enabled,s.mogSafe.maxColumns,items.max_safe) skip_block_if_enabled(s.mogSafe.visible,items.safe2.enabled,s.mogSafe.maxColumns,items.max_safe2) skip_block_if_enabled(s.mogStorage.visible,items.storage.enabled,s.mogStorage.maxColumns,items.storage.max) skip_block_if_enabled(s.mogLocker.visible,items.enabled_locker,s.mogLocker.maxColumns,items.max_locker) skip_block_if_enabled(s.mogSatchel.visible,items.enabled_satchel,s.mogSatchel.maxColumns,items.max_satchel) skip_block_if_enabled(s.mogSack.visible,items.enabled_sack,s.mogSack.maxColumns,items.max_sack) skip_block_if_enabled(s.mogCase.visible,items.enabled_case,s.mogCase.maxColumns,items.max_case) skip_block_if_enabled(s.mogWardrobe.visible,items.enabled_wardrobe,s.mogWardrobe.maxColumns,items.max_wardrobe) skip_block_if_enabled(s.mogWardrobe.visible,items.enabled_wardrobe2,s.mogWardrobe.maxColumns,items.max_wardrobe2) skip_block_if_enabled(s.mogWardrobe.visible,items.enabled_wardrobe3,s.mogWardrobe.maxColumns,items.max_wardrobe3) skip_block_if_enabled(s.mogWardrobe.visible,items.enabled_wardrobe4,s.mogWardrobe.maxColumns,items.max_wardrobe4) skip_block_if_enabled(s.tempInventory.visible,true,s.tempInventory.maxColumns,items.temporary.max) update_treasure_bag(s.treasury,items.treasure) end end function update_if_different_size(packet_data) if (inventory_loaded) then local p = packets.parse('incoming',packet_data) local s = settings.slotImage if size_changed(s.inventory.visible,items.enabled_inventory,items.max_inventory,p['Inventory Size']) or size_changed(s.mogSafe.visible,items.safe.enabled,items.max_safe,p['Safe Size']) or size_changed(s.mogSafe.visible,items.safe2.enabled,items.max_safe2,p['Safe 2 Size']) or size_changed(s.mogStorage.visible,items.storage.enabled,items.storage.max,p['Storage Size']) or size_changed(s.mogLocker.visible,items.enabled_locker,items.max_locker,p['Locker Size']) or size_changed(s.mogSatchel.visible,items.enabled_satchel,items.max_satchel,p['Satchel Size']) or size_changed(s.mogSack.visible,items.enabled_sack,items.max_sack,p['Sack Size']) or size_changed(s.mogCase.visible,items.enabled_case,items.max_case,p['Case Size']) or size_changed(s.mogWardrobe.visible,items.enabled_wardrobe,items.max_wardrobe,p['Wardrobe Size']) or size_changed(s.mogWardrobe.visible,items.enabled_wardrobe2,items.max_wardrobe2,p['Wardrobe 2 Size']) or size_changed(s.mogWardrobe.visible,items.enabled_wardrobe3,items.max_wardrobe3,p['Wardrobe 3 Size']) or size_changed(s.mogWardrobe.visible,items.enabled_wardrobe4,items.max_wardrobe4,p['Wardrobe 4 Size']) then refresh_all = true end end end function size_changed(visible, enabled, current_size, new_size) return (visible and enabled and ((current_size+1) ~= new_size)) end function setup_indexes() current_block = 0 last_column = 1 items = windower.ffxi.get_items() end function update_equipment() if (settings.slotImage.equipment.visible) then initialize_block() print_equipment(items.equipment.back) print_equipment(items.equipment.waist) print_equipment(items.equipment.legs) print_equipment(items.equipment.feet) print_equipment(items.equipment.body) print_equipment(items.equipment.hands) print_equipment(items.equipment.left_ring) print_equipment(items.equipment.right_ring) print_equipment(items.equipment.head) print_equipment(items.equipment.neck) print_equipment(items.equipment.left_ear) print_equipment(items.equipment.right_ear) print_equipment(items.equipment.main) print_equipment(items.equipment.sub) print_equipment(items.equipment.range) print_equipment(items.equipment.ammo) end end function update_items() local s = settings.slotImage update_bag(s.inventory,items.inventory,items.max_inventory,items.enabled_inventory) update_bag(s.mogSafe,items.safe,items.max_safe,items.safe.enabled) update_bag(s.mogSafe,items.safe2,items.max_safe2,items.safe2.enabled) update_bag(s.mogStorage,items.storage,items.storage.max,items.storage.enabled) update_bag(s.mogLocker,items.locker,items.max_locker,items.enabled_locker) update_bag(s.mogSatchel,items.satchel,items.max_satchel,items.enabled_satchel) update_bag(s.mogSack,items.sack,items.max_sack,items.enabled_sack) update_bag(s.mogCase,items.case,items.max_case,items.enabled_case) update_bag(s.mogWardrobe,items.wardrobe,items.max_wardrobe,items.enabled_wardrobe) update_bag(s.mogWardrobe,items.wardrobe2,items.max_wardrobe2,items.enabled_wardrobe2) update_bag(s.mogWardrobe,items.wardrobe3,items.max_wardrobe3,items.enabled_wardrobe3) update_bag(s.mogWardrobe,items.wardrobe4,items.max_wardrobe4,items.enabled_wardrobe4) update_temp_bag(s.tempInventory,items.temporary) end function update_treasure_bag(config,bag) if (config.visible) then local treasure_count = count_treasure() if (treasure_count ~= last_treasure_count) then initialize_block() for k, _v in ipairs(slot_images[current_block]) do slot_images[current_block][k].background:alpha(0) slot_images[current_block][k].box:alpha(0) end for _k, _v in pairs(bag) do print_slot(settings.slotImage.status.tempItem,config.maxColumns,80) end last_treasure_count = treasure_count end end end function update_bag(config, bag, max, enabled) if (config.visible and enabled) then initialize_block() print_bag(config, bag, max) end end function update_temp_bag(config, bag) if (config.visible) then initialize_block() local occupied_slots = 0 for key=1,bag.max,1 do if bag[key].count > 0 then occupied_slots = occupied_slots + 1 end end for k, _v in ipairs(slot_images[current_block]) do slot_images[current_block][k].background:alpha(0) slot_images[current_block][k].box:alpha(0) end for _k=1,occupied_slots,1 do print_slot(settings.slotImage.status.tempItem,config.maxColumns,bag.max) end current_slot = bag.max current_column = config.maxColumns update_indexes(config.maxColumns,bag.max) end end function count_treasure() local count = 0 for _k, _v in pairs(items.treasure) do count = count + 1 end return count end function skip_block_if_enabled(visible,enabled,max_columns,last_index) if visible and enabled then initialize_block() current_slot = last_index current_column = max_columns update_indexes(max_columns,last_index) end end function initialize_block() current_block = current_block + 1 if slot_images[current_block] == nil then slot_images[current_block] = {} end current_slot = 1 current_row = 1 current_column = 1 end function print_equipment(status) if (status > 0) then print_slot(settings.slotImage.status.equipment,settings.slotImage.equipment.maxColumns,MAX_EQUIPMENT_SIZE) else print_slot(settings.slotImage.status.empty,settings.slotImage.equipment.maxColumns,MAX_EQUIPMENT_SIZE) end end function print_bag(config, bag, max) sort_table(bag) for key=1,max,1 do if (bag[key].count > 0) then print_item(config,bag[key],max) else print_slot(settings.slotImage.status.empty,config.maxColumns,max) end end end function sort_table(bag) if (settings.slotImage.sort) then table.sort(bag, function(a,b) if (a.status ~= b.status) then return a.status > b.status end if (a.count > 0 and b.count > 0) then full_stack_a = res.items[a.id].stack - a.count full_stack_b = res.items[b.id].stack - b.count if (full_stack_a ~= full_stack_b) then return full_stack_a < full_stack_b end end return a.count > b.count end) end end function print_item(config, item, last_index) local s = settings.slotImage if (item.status == DEFAULT_ITEM_STATUS) then if (item.count == res.items[item.id].stack) then print_slot(s.status.fullStack,config.maxColumns,last_index) else print_slot(s.status.default,config.maxColumns,last_index) end elseif (item.status == EQUIPPED_ITEM_STATUS) then print_slot(s.status.equipped,config.maxColumns,last_index) elseif (item.status == LINKSHELL_EQUIPPED_ITEM_STATUS) then print_slot(s.status.linkshellEquipped,config.maxColumns,last_index) elseif (item.status == BAZAAR_ITEM_STATUS) then print_slot(s.status.bazaar,config.maxColumns,last_index) else print_slot(s.status.empty,config.maxColumns,last_index) end end function print_slot(status, max_columns, last_index) update_coordinates() if slot_images[current_block][current_slot] == nil then slot_images[current_block][current_slot] = {} end print_slot_background(status.background.color) print_slot_box(status.color) update_indexes(max_columns,last_index) end function print_slot_background(slot_color, max_columns, last_index) local slot_image = slot_images[current_block][current_slot] local s = settings.slotImage if slot_image.background == nil then slot_image.background = images.new(s.background) slot_image.background:pos(current_x,current_y) end slot_image.background:width(s.background.size.width) slot_image.background:height(s.background.size.height) slot_image.background:alpha(slot_color.alpha) slot_image.background:color(slot_color.red,slot_color.green,slot_color.blue) end function print_slot_box(slot_color, max_columns, last_index) local slot_image = slot_images[current_block][current_slot] local s = settings.slotImage if slot_image.box == nil then slot_image.box = images.new(s.box) slot_image.box:pos(current_x,current_y) end slot_image.box:width(s.box.size.width) slot_image.box:height(s.box.size.height) slot_image.box:color(slot_color.red,slot_color.green,slot_color.blue) slot_image.box:alpha(slot_color.alpha) end function update_coordinates() local s = settings.slotImage current_x = xRes + xBase + ((current_column - 1) * s.spacing) + ((current_block - 1) * s.blockSpacing) + ((last_column - 1) * s.spacing) current_y = yRes + yBase - ((current_row - 1) * s.spacing) end function update_indexes(max_columns, last_index) if (current_slot % max_columns) == 0 then if (current_slot == last_index) then last_column = last_column + current_column end current_column = 1 current_row = current_row + 1 else current_column = current_column + 1 end current_slot = current_slot + 1 end function show() for key,block in ipairs(slot_images) do for key,slot in ipairs(block) do slot.background:show() slot.box:show() end end end function hide() for key,block in ipairs(slot_images) do for key,slot in ipairs(block) do slot.background:hide() slot.box:hide() end end end function clear() slot_images = {} end function is_cutscene(status_id) return status_id == CUTSCENE_STATUS_ID end function toggle_display_if_cutscene(is_cutscene_playing) if (is_cutscene_playing) and (not is_hidden_by_key) then is_hidden_by_cutscene = true hide() elseif (not is_cutscene_playing) and (not is_hidden_by_key) then is_hidden_by_cutscene = false show() end end function toggle_display_if_hide_key_is_pressed(key_pressed, key_down) if (key_pressed == hideKey) and (key_down) and (is_hidden_by_key) and (not is_hidden_by_cutscene) then is_hidden_by_key = false show() elseif (key_pressed == hideKey) and (key_down) and (not is_hidden_by_key) and (not is_hidden_by_cutscene) then is_hidden_by_key = true hide() end end