Release 1.4.18
- Item crafter now has modifiers for all items, and respects all modifier restrictions - Added option to add custom modifiers to items - Added more type filters to item databases - Added basic support for Growing Agony
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@@ -10,9 +10,9 @@ local t_insert = table.insert
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local m_min = math.min
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local ItemSlotClass = common.NewClass("ItemSlot", "DropDownControl", function(self, anchor, x, y, itemsTab, slotName, slotLabel, nodeId)
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self.DropDownControl(anchor, x, y, 310, 20, { }, function(sel)
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if self.items[sel] ~= self.selItemId then
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self:SetSelItemId(self.items[sel])
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self.DropDownControl(anchor, x, y, 310, 20, { }, function(index, value)
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if self.items[index] ~= self.selItemId then
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self:SetSelItemId(self.items[index])
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itemsTab:PopulateSlots()
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itemsTab:AddUndoState()
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itemsTab.build.buildFlag = true
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@@ -61,13 +61,13 @@ function ItemSlotClass:Populate()
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wipeTable(self.list)
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self.items[1] = 0
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self.list[1] = "None"
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self.sel = 1
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self.selIndex = 1
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for _, item in pairs(self.itemsTab.list) do
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if self.itemsTab:IsItemValidForSlot(item, self.slotName) then
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t_insert(self.items, item.id)
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t_insert(self.list, data.colorCodes[item.rarity]..item.name)
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if item.id == self.selItemId then
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self.sel = #self.list
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self.selIndex = #self.list
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end
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end
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end
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