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|
--[[
Copyright © 2021, Rubenator
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 EquipViewer 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 Rubenator 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 = 'Equipviewer'
_addon.version = '3.3.1'
_addon.author = 'Tako, Rubenator'
_addon.commands = { 'equipviewer', 'ev' }
require('luau')
local bit = require('bit')
local config = require('config')
local images = require('images')
local texts = require('texts')
local functions = require('functions')
local packets = require('packets')
local icon_extractor = require('icon_extractor')
local equipment_data = {
[0] = {slot_name = 'main', slot_id = 0, display_pos = 0, item_id = 0, image = nil},
[1] = {slot_name = 'sub', slot_id = 1, display_pos = 1, item_id = 0, image = nil},
[2] = {slot_name = 'range', slot_id = 2, display_pos = 2, item_id = 0, image = nil},
[3] = {slot_name = 'ammo', slot_id = 3, display_pos = 3, item_id = 0, image = nil},
[4] = {slot_name = 'head', slot_id = 4, display_pos = 4, item_id = 0, image = nil},
[5] = {slot_name = 'body', slot_id = 5, display_pos = 8, item_id = 0, image = nil},
[6] = {slot_name = 'hands', slot_id = 6, display_pos = 9, item_id = 0, image = nil},
[7] = {slot_name = 'legs', slot_id = 7, display_pos = 14, item_id = 0, image = nil},
[8] = {slot_name = 'feet', slot_id = 8, display_pos = 15, item_id = 0, image = nil},
[9] = {slot_name = 'neck', slot_id = 9, display_pos = 5, item_id = 0, image = nil},
[10] = {slot_name = 'waist', slot_id = 10, display_pos = 13, item_id = 0, image = nil},
[11] = {slot_name = 'left_ear', slot_id = 11, display_pos = 6, item_id = 0, image = nil},
[12] = {slot_name = 'right_ear', slot_id = 12, display_pos = 7, item_id = 0, image = nil},
[13] = {slot_name = 'left_ring', slot_id = 13, display_pos = 10, item_id = 0, image = nil},
[14] = {slot_name = 'right_ring', slot_id = 14, display_pos = 11, item_id = 0, image = nil},
[15] = {slot_name = 'back', slot_id = 15, display_pos = 12, item_id = 0, image = nil},
}
local encumbrance_data = {}
for i=0,15 do
encumbrance_data[i] = { slot_name = 'encumbrance', slot_id = i, display_pos = equipment_data[i].display_pos, image = nil }
end
local ammo_count_text = nil
local bg_image = nil
local defaults = {
pos = {
x = 500,
y = 500
},
size = 32,
ammo_text = {
alpha = 230,
red = 255,
green = 255,
blue = 255,
stroke = {
width = 1,
alpha = 127,
red = 0,
green = 0,
blue = 0,
},
flags = {
bold = true,
italic = true,
}
},
icon = {
alpha = 230,
red = 255,
green = 255,
blue = 255,
},
bg = {
alpha = 72,
red = 0,
green = 0,
blue = 0,
},
show_encumbrance = true,
show_ammo_count = true,
hide_on_zone = true,
hide_on_cutscene = true,
left_justify = false,
}
settings = config.load(defaults)
config.save(settings)
if settings.game_path then
icon_extractor.ffxi_path(settings.game_path)
end
local last_encumbrance_bitfield = 0
-- gets the currently equipped item data for the slot information provided
local function get_equipped_item(slotName, slotId, bag, index)
if not bag or not index then -- from memory
local equipment = windower.ffxi.get_items('equipment')
bag = equipment[string.format('%s_bag', slotName)]
index = equipment[slotName]
if equipment_data[slotId] then
equipment_data[slotId].bag_id = bag
equipment_data[slotId].index = index
end
end
if index == 0 then -- empty equipment slot
return 0, 0
end
local item_data = windower.ffxi.get_items(bag, index)
return item_data.id, item_data.count
end
-- desc: Updates the ui object(s) for the given slot
local function update_equipment_slot(source, slot, bag, index, item, count)
local slot_data = equipment_data[slot]
slot_data.bag_id = bag or slot_data.bag_id
slot_data.index = index or slot_data.index
if not item then
item, count = get_equipped_item(slot_data.slot_name, slot_data.slot_id, bag, index)
end
if evdebug then
bag = slot_data.bag_id
index = slot_data.index
log('%s %s %d %d %d':format(source, slot_data.slot_name, item, bag or -1, index or -1))
print('%s %s %d %d %d':format(source, slot_data.slot_name, item, bag or -1, index or -1))
end
if slot_data.slot_name == 'ammo' then
slot_data.count = count or slot_data.count or 0
end
if slot_data.image and item ~= nil then
if item == 0 or item == 65535 then -- empty slot
slot_data.image:hide()
slot_data.image:clear()
slot_data.item_id = 0
slot_data.count = nil
slot_data.image:update()
elseif slot_data.item_id ~= item then
slot_data.item_id = item
local icon_path = string.format('%sicons/%s.bmp', windower.addon_path, slot_data.item_id)
if not windower.file_exists(icon_path) then
icon_extractor.item_by_id(slot_data.item_id, icon_path)
end
if windower.file_exists(icon_path) then
slot_data.image:path(icon_path)
slot_data.image:alpha(settings.icon.alpha)
slot_data.image:show()
end
end
if slot_data.slot_name == 'ammo' then
display_ammo_count(slot_data.count)
end
slot_data.image:update()
end
end
-- Updates the texture for all slots if it's a different piece of equipment
local function update_equipment_slots(source)
for slot in pairs(equipment_data) do
update_equipment_slot(source, slot)
end
end
-- Sets up the image and text ui objects for our equipment
local function setup_ui()
refresh_ui_settings()
destroy()
bg_image = images.new(bg_image_settings)
bg_image:show()
for key, slot in pairs(equipment_data) do
slot.item_id = 0
slot.image = images.new(equipment_image_settings)
position(slot)
end
update_equipment_slots('setup_ui')
for key, slot in pairs(encumbrance_data) do
slot.image = images.new(encumbrance_image_settings)
slot.image:path(windower.addon_path..'encumbrance.png')
slot.image:hide()
position(slot)
end
display_encumbrance()
ammo_count_text = texts.new(settings.left_justify and ammo_count_text_settings_left_justify or ammo_count_text_settings)
display_ammo_count()
end
-- Called when the addon is first loaded.
windower.register_event('load', function()
--Make sure icons directory exists
if not windower.dir_exists(string.format('%sicons', windower.addon_path)) then
windower.create_dir(string.format('%sicons', windower.addon_path))
end
if windower.ffxi.get_info().logged_in then
setup_ui()
end
end)
-- Called whenever character logs out.
windower.register_event('logout', function()
clear_all_equipment_slots()
destroy()
end)
-- Called whenever character logs in.
windower.register_event('login', function()
setup_ui()
update_equipment_slots('login')
end)
-- Called when our addon receives an incoming chunk.
windower.register_event('incoming chunk', function(id, original, modified, injected, blocked)
if id == 0x050 then --Equip/Unequip
local packet = packets.parse('incoming', original)
local index = packet['Inventory Index']
local slot = packet['Equipment Slot']
local bag = packet['Inventory Bag']
equipment_data[slot].bag_id = bag
equipment_data[slot].index = index
update_equipment_slot:schedule(0, '0x050', slot, bag, index)
elseif id == 0x020 or id == 0x01F or id == 0x01E then --Item Update / Item Assign (ammo consumption) / 0x01E item count/last ammo shot
local packet = packets.parse('incoming', original)
local bag = packet['Bag']
local index = packet['Index']
local slot = nil
for _,slot_data in pairs(equipment_data) do
if slot_data.bag_id == bag and slot_data.index == index then
slot = slot_data.slot_id
break
end
end
if slot then
if packet['Status'] ~= 5 and packet['Count'] == 0 then --item not equipped
update_equipment_slot:schedule(0, '0x%x':format(id), slot, 0, 0, 0)
return
end
if slot == 3 then --ammo
local count = packet['Count'] or 0
display_ammo_count(count)
end
local item = packet['Item']
update_equipment_slot:schedule(0,'0x%x':format(id), slot, bag, index, item, count)
end
elseif id == 0x01B then -- Job Info (Encumbrance Flags)
local packet = packets.parse('incoming', original)
display_encumbrance(packet['Encumbrance Flags'])
elseif id == 0x0A then -- Finish Zone
show()
elseif id == 0x0B then -- Zone
if settings.hide_on_zone then
hide()
end
end
end)
-- Called when our addon receives an outgoing chunk.
windower.register_event('outgoing chunk', function(id, original, modified, injected, blocked)
if id == 0x100 then -- Job Change Request
clear_all_equipment_slots()
end
end)
-- Destroys all created ui objects
function destroy()
if bg_image then
bg_image:destroy()
bg_image = nil
end
for key, slot_data in pairs(equipment_data) do
if slot_data.image ~= nil then
slot_data.image:destroy()
slot_data.image = nil
end
end
for key, slot_data in pairs(encumbrance_data) do
if slot_data.image ~= nil then
slot_data.image:destroy()
slot_data.image = nil
end
end
if ammo_count_text then
ammo_count_text:destroy()
ammo_count_text = nil
end
end
-- Shows appropriate ui objects
function show()
if bg_image then
bg_image:show()
end
for key, slot_data in pairs(equipment_data) do
if slot_data.item_id ~= 0 and slot_data.image then
slot_data.image:show()
end
end
display_encumbrance()
display_ammo_count()
end
-- Hides all ui objects
function hide()
if bg_image then
bg_image:hide()
end
for key, slot_data in pairs(equipment_data) do
if slot_data.image then
slot_data.image:hide()
end
end
for key, slot_data in pairs(encumbrance_data) do
if slot_data.image then
slot_data.image:hide()
end
end
if ammo_count_text then
ammo_count_text:hide()
end
end
-- Moves ui object to correct spot based on 'display_pos' field
function position(slot)
local pos_x = settings.pos.x + ((slot.display_pos % 4) * settings.size)
local pos_y = settings.pos.y + (math.floor(slot.display_pos / 4) * settings.size)
slot.image:pos(pos_x, pos_y)
end
-- Clears all equipment slot data and hides ui object
function clear_slot(slot)
local slot_data = equipment_data[slot]
slot_data.image:hide()
slot_data.image:clear()
slot_data.item_id = 0
slot_data.bag_id = nil
slot_data.index = nil
slot_data.count = nil
slot_data.image:update()
display_ammo_count()
end
-- Clears all equipment slot data and hides equipment slot ui objects
function clear_all_equipment_slots()
for slot in pairs(equipment_data) do
clear_slot(slot)
end
end
-- Shows and hides appropriate encumbrance ui objects and possibly updates encumbrance
-- flags based on provided bitfield number
function display_encumbrance(bitfield)
bitfield = bitfield or last_encumbrance_bitfield
last_encumbrance_bitfield = bitfield
for key, slot in pairs(encumbrance_data) do
if slot.image then
if not settings.show_encumbrance or bit.band(bitfield, bit.lshift(1,key)) == 0 then
slot.image:hide()
else
slot.image:show()
end
end
end
end
-- Displays appropriatly and possibly updates ammo count and ui object
function display_ammo_count(count)
if not ammo_count_text then return end
count = count or equipment_data[3] and equipment_data[3].count -- 3 == Ammo
equipment_data[3].count = count
if not settings.show_ammo_count or not count or count <= 1 then
ammo_count_text:hide()
else
ammo_count_text:text(count and tostring(count) or '')
ammo_count_text:show()
end
end
-- Called when player status changes.
windower.register_event('status change', function(new_status_id)
if new_status_id == 4 and settings.hide_on_cutscene then --Cutscene/Menu
hide()
else
show()
end
end)
-- Called when our addon is unloaded.
windower.register_event('unload', function()
destroy()
end)
-- Called when the addon receives a command.
windower.register_event('addon command', function (...)
config.reload(settings)
coroutine.sleep(0.5)
local cmd = (...) and (...):lower() or ''
local cmd_args = {select(2, ...)}
if cmd == "gamepath" or cmd == "game_path" then
if #cmd_args == 0 then
error("Must provide path.")
log('Current Path: %s':format(
"\""..settings.game_path.."\"" or "(Default): \""..windower.ffxi_path
))
return
end
local path = table.concat(cmd_args, " ")
if path:lower() == "default" then
settings.game_path = nil
else
settings.game_path = table.concat(cmd_args, " ")
end
config.save(settings)
icon_extractor.ffxi_path(settings.game_path)
setup_ui()
log('game_path set to "%s"':format(path))
elseif cmd == 'position' or cmd == 'pos' then
if #cmd_args < 2 then
error('Not enough arguments.')
log('Current position: '..settings.pos.x..' '..settings.pos.y)
return
end
settings.pos.x = tonumber(cmd_args[1])
settings.pos.y = tonumber(cmd_args[2])
config.save(settings)
setup_ui()
log('Position changed to '..settings.pos.x..', '..settings.pos.y)
elseif cmd == 'size' then
if #cmd_args < 1 then
error('Not enough arguments.')
log('Current size: '..settings.size)
return
end
settings.size = tonumber(cmd_args[1])
config.save(settings)
setup_ui()
log('Size changed to '..settings.size)
elseif cmd == 'scale' then
if #cmd_args < 1 then
error('Not enough arguments.')
log('Current scale: '..settings.size/32)
return
end
local size = tonumber(cmd_args[1])*32
if size > 100 then
error('Size too large')
end
settings.size = size
config.save(settings)
setup_ui()
log('Size changed to '..settings.size)
elseif cmd == 'alpha' or cmd == 'opacity' then
if #cmd_args < 1 then
error('Not enough arguments.')
log('Current alpha/opacity: %d/255 = %d%%':format(
settings.icon.alpha, math.floor(settings.icon.alpha/255*100)
))
return
end
local alpha = tonumber(cmd_args[1])
if alpha <= 1 and alpha > 0 then
settings.icon.alpha = math.floor(255 * (alpha))
else
settings.icon.alpha = math.floor(alpha)
end
config.save(settings)
setup_ui()
log('Alpha/Opacity changed to '..settings.icon.alpha..'/255')
elseif cmd:contains('transpar') then
if #cmd_args < 1 then
error('Not enough arguments.')
log('Current transparency: %d/255 = %d%%':format(
(255-settings.icon.alpha), math.floor((255-settings.icon.alpha)/255)*100
))
return
end
local transparency = tonumber(cmd_args[1])
if transparency <= 1 and transparency > 0 then
settings.icon.alpha = math.floor(255 * (1-transparency))
else
settings.icon.alpha = math.floor(255-transparency)
end
config.save(settings)
setup_ui()
log('Transparency changed to '..255-settings.icon.alpha..'/255')
elseif cmd == 'background' or cmd == 'bg' then
if #cmd_args < 1 then
error('Not enough arguments.')
log('Current BG color: RED:%d/255 GREEN:%d/255 BLUE:%d/255 ALPHA:%d/255 = %d%%':format(
settings.bg.red, settings.bg.green, settings.bg.blue, settings.bg.alpha, math.floor(settings.bg.alpha/255*100)
))
return
elseif #cmd_args == 1 then
local alpha = tonumber(cmd_args[1])
if alpha <= 1 and alpha > 0 then
settings.bg.alpha = math.floor(255 * (alpha))
else
settings.bg.alpha = math.floor(alpha)
end
elseif #cmd_args >= 3 then
settings.bg.red = tonumber(cmd_args[1])
settings.bg.green = tonumber(cmd_args[2])
settings.bg.blue = tonumber(cmd_args[3])
if #cmd_args == 4 then
local alpha = tonumber(cmd_args[4])
if alpha <= 1 and alpha > 0 then
settings.bg.alpha = math.floor(255 * (alpha))
else
settings.bg.alpha = math.floor(alpha)
end
end
end
config.save(settings)
setup_ui()
log('BG color changed to: RED:%d/255 GREEN:%d/255 BLUE:%d/255 ALPHA:%d/255 = %d%%':format(
settings.bg.red, settings.bg.green, settings.bg.blue, settings.bg.alpha, math.floor(settings.bg.alpha/255*100)
))
elseif cmd:contains('encumb') then
settings.show_encumbrance = not settings.show_encumbrance
config.save(settings)
display_encumbrance()
log('show_encumbrance changed to '..tostring(settings.show_encumbrance))
elseif cmd:contains('ammo') or cmd:contains('count') then
settings.show_ammo_count = not settings.show_ammo_count
config.save(settings)
display_ammo_count()
log('show_ammo_count changed to '..tostring(settings.show_ammo_count))
elseif cmd == 'hideonzone' or cmd == 'zone' then
settings.hide_on_zone = not settings.hide_on_zone
config.save(settings)
log('hide_on_zone changed to '..tostring(settings.hide_on_zone))
elseif cmd == 'hideoncutscene' or cmd == 'cutscene' then
settings.hide_on_cutscene = not settings.hide_on_cutscene
config.save(settings)
log('hide_on_cutscene changed to '..tostring(settings.hide_on_cutscene))
elseif cmd == 'justify' then
settings.left_justify = not settings.left_justify
config.save(settings)
setup_ui()
log('Ammo text justification changed to '..tostring(settings.left_justify and 'Left' or 'Right'))
elseif cmd == 'testenc' then
display_encumbrance(0xffff)
elseif cmd == 'debug' then
if #cmd_args < 1 then
local e = windower.ffxi.get_items('equipment')
for i=0,15 do
local v = equipment_data[i]
local b = e[string.format('%s_bag', v.slot_name)]
local eb = v.bag_id
local ind = v.index
local eind = e[v.slot_name]
local it = v.item_id
local eit = windower.ffxi.get_items(eb, eind).id
log('%s[%d] it=%d eit=%d b=%d eb=%d i=%d ei=%d':format(v.slot_name,i, it, eit, b, eb, ind, eind))
end
elseif S{'1', 'on', 'true'}:contains(cmd_args[1]) then
evdebug = true
elseif S{'0', 'off', 'false'}:contains(cmd_args[1]) then
evdebug = false
end
else
log('HELP:')
log('ev position <xpos> <ypos>: move to position (from top left)')
log('ev size <pixels>: set pixel size of each item slot')
log('ev scale <factor>: scale multiplier for each item slot (from 32px)')
log('ev alpha <opacity>: set opacity of icons (out of 255)')
log('ev transparency <transparency>: inverse of alpha (out of 255)')
log('ev background <red> <green> <blue> <alpha>: sets color and opacity of background (out of 255)')
log('ev ammocount: toggles showing current ammo count')
log('ev encumbrance: toggles showing encumbrance Xs')
log('ev hideonzone: toggles hiding while crossing zone line')
log('ev hideoncutscene: toggles hiding when in cutscene/npc menu/etc')
log('ev justify: toggles between ammo text left and right justify')
end
end)
function refresh_ui_settings()
--Image and text settings
bg_image_settings = {
alpha = settings.bg.alpha,
color = {
alpha = settings.bg.alpha,
red = settings.bg.red,
green = settings.bg.green,
blue = settings.bg.blue,
},
pos = {
x = settings.pos.x,
y = settings.pos.y,
},
size = {
width = settings.size * 4,
height = settings.size * 4,
},
draggable = false,
}
equipment_image_settings = {
color = {
alpha = settings.icon.alpha,
red = settings.icon.red,
green = settings.icon.green,
blue = settings.icon.blue,
},
texture = {
fit = false,
},
size = {
width = settings.size,
height = settings.size,
},
draggable = false,
}
encumbrance_image_settings = {
color = {
alpha = settings.icon.alpha*0.8,
red = settings.icon.red,
green = settings.icon.green,
blue = settings.icon.blue,
},
texture = {
fit = false,
},
size = {
width = settings.size,
height = settings.size,
},
draggable = false,
}
ammo_count_text_settings = {
text = {
size = settings.size*0.27,
alpha = settings.ammo_text.alpha,
red = settings.ammo_text.red,
green = settings.ammo_text.green,
blue = settings.ammo_text.blue,
stroke = {
width = settings.ammo_text.stroke.width,
alpha = settings.ammo_text.stroke.alpha,
red = settings.ammo_text.stroke.red,
green = settings.ammo_text.stroke.green,
blue = settings.ammo_text.stroke.blue,
},
},
bg = {
alpha = 0,
red = 255,
blue = 255,
green = 255
},
pos = {
x = (windower.get_windower_settings().ui_x_res - (settings.pos.x + settings.size*4))*-1,
y = settings.pos.y + settings.size*0.58,
},
flags = {
draggable = false,
right = true,
bold = settings.ammo_text.flags.bold,
italic = settings.ammo_text.flags.italic,
},
}
ammo_count_text_settings_left_justify = {
text = {
size = settings.size*0.27,
alpha = settings.ammo_text.alpha,
red = settings.ammo_text.red,
green = settings.ammo_text.green,
blue = settings.ammo_text.blue,
stroke = {
width = settings.ammo_text.stroke.width,
alpha = settings.ammo_text.stroke.alpha,
red = settings.ammo_text.stroke.red,
green = settings.ammo_text.stroke.green,
blue = settings.ammo_text.stroke.blue,
},
},
bg = {
alpha = 0,
red = 255,
blue = 255,
green = 255
},
pos = {
x = settings.pos.x + settings.size*3,
y = settings.pos.y + settings.size*0.58
},
flags = {
draggable = false,
right = false,
bold = settings.ammo_text.flags.bold,
italic = settings.ammo_text.flags.italic,
},
}
end
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