mirror of
https://github.com/OMGeeky/andors-trail.git
synced 2026-01-08 12:37:24 +01:00
Content editor: Remember displayed columns in table editors when changing pages.
This commit is contained in:
@@ -105,6 +105,7 @@
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<script src="lib/angular.min.js"></script>
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<script src="lib/bootstrap/js/bootstrap.min.js"></script>
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<script src="js/utils.js"></script>
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<script src="js/settings.js"></script>
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<script src="js/tilesets.js"></script>
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<script src="js/fieldlist.js"></script>
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<script src="js/datastore.js"></script>
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@@ -1,4 +1,4 @@
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var ATEditor = (function(ATEditor, model, ATModelFunctions) {
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var ATEditor = (function(ATEditor, model, settings, ATModelFunctions) {
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function setCategoryToObject(item, itemCategories) {
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if (_.isString(item.category)) {
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@@ -56,9 +56,14 @@ var ATEditor = (function(ATEditor, model, ATModelFunctions) {
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item.baseMarketCost = ATModelFunctions.itemFunctions.getItemCost(item);
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};
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$scope.iconID = true;
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$scope.id = true;
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$scope.cost = true;
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if (!settings.itemTableEditorVisibleColumns) {
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settings.itemTableEditorVisibleColumns = {
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iconID: true
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,id: true
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,cost: true
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};
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}
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$scope.settings = settings.itemTableEditorVisibleColumns;
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}
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ATEditor.controllers = ATEditor.controllers || {};
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@@ -66,4 +71,4 @@ var ATEditor = (function(ATEditor, model, ATModelFunctions) {
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ATEditor.controllers.ItemTableController = ItemTableController;
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return ATEditor;
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})(ATEditor, ATEditor.model, ATModelFunctions);
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})(ATEditor, ATEditor.model, ATEditor.settings, ATModelFunctions);
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@@ -1,4 +1,4 @@
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var ATEditor = (function(ATEditor, model, ATModelFunctions) {
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var ATEditor = (function(ATEditor, model, settings, ATModelFunctions) {
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function MonsterController($scope, $routeParams) {
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$scope.obj = model.monsters.findById($routeParams.id) || {};
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@@ -22,9 +22,14 @@ var ATEditor = (function(ATEditor, model, ATModelFunctions) {
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window.location = "#/" + model.monsters.id + "/edit/" + monster.id;
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};
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$scope.iconID = true;
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$scope.id = true;
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$scope.experience = true;
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if (!settings.monsterTableEditorVisibleColumns) {
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settings.monsterTableEditorVisibleColumns = {
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iconID: true
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,id: true
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,experience: true
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};
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}
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$scope.settings = settings.monsterTableEditorVisibleColumns;
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}
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ATEditor.controllers = ATEditor.controllers || {};
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@@ -32,4 +37,4 @@ var ATEditor = (function(ATEditor, model, ATModelFunctions) {
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ATEditor.controllers.MonsterTableController = MonsterTableController;
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return ATEditor;
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})(ATEditor, ATEditor.model, ATModelFunctions);
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})(ATEditor, ATEditor.model, ATEditor.settings, ATModelFunctions);
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6
AndorsTrailEdit/js/settings.js
Normal file
6
AndorsTrailEdit/js/settings.js
Normal file
@@ -0,0 +1,6 @@
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var ATEditor = (function(ATEditor) {
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ATEditor.settings = ATEditor.settings || {};
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return ATEditor;
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})(ATEditor);
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@@ -1,113 +1,113 @@
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<h3>Items</h3>
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<label class="checkbox"><input type="checkbox" ng-model="iconID" />Icon</label>
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<label class="checkbox"><input type="checkbox" ng-model="id" />Id</label>
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<label class="checkbox"><input type="checkbox" ng-model="name" />Name</label>
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<label class="checkbox"><input type="checkbox" ng-model="category" />Category</label>
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<label class="checkbox"><input type="checkbox" ng-model="displaytype" />Display type</label>
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<label class="checkbox"><input type="checkbox" ng-model="hasManualPrice" />Has manual price</label>
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<label class="checkbox"><input type="checkbox" ng-model="price" />Base market cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.iconID" />Icon</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.id" />Id</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.name" />Name</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.category" />Category</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.displaytype" />Display type</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.hasManualPrice" />Has manual price</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.price" />Base market cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="hasEquipEffect" />Has equip effect</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseMaxHP" />MaxHP</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseMaxAP" />MaxAP</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseMoveCost" />Increase move cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseUseItemCost" />Increase use item cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseReequipCost" />Increase re-equip cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseAttackCost" />Attack cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseAttackChance" />Attack chance</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseAttackDamage" />Attack damage</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseCriticalSkill" />Critical skill</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_setCriticalMultiplier" />Critical multiplier</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseBlockChance" />Block chance</label>
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<label class="checkbox"><input type="checkbox" ng-model="equipEffect_increaseDamageResistance" />Damage resistance</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.hasEquipEffect" />Has equip effect</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseMaxHP" />+MaxHP</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseMaxAP" />+MaxAP</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseMoveCost" />Increase move cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseUseItemCost" />Increase use item cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseReequipCost" />Increase re-equip cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseAttackCost" />Attack cost</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseAttackChance" />Attack chance</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseAttackDamage" />Attack damage</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseCriticalSkill" />Critical skill</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_setCriticalMultiplier" />Critical multiplier</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseBlockChance" />Block chance</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.equipEffect_increaseDamageResistance" />Damage resistance</label>
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<label class="checkbox"><input type="checkbox" ng-model="useEffect" />Use effect</label>
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<label class="checkbox"><input type="checkbox" ng-model="hitEffect" />Hit effect</label>
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<label class="checkbox"><input type="checkbox" ng-model="killEffect" />Kill effect</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.useEffect" />Use effect</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.hitEffect" />Hit effect</label>
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<label class="checkbox"><input type="checkbox" ng-model="settings.killEffect" />Kill effect</label>
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<table>
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<thead>
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<tr>
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<th ng-ds-fade="iconID">Icon</th>
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<th ng-ds-fade="id">
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<th ng-ds-fade="settings.iconID">Icon</th>
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<th ng-ds-fade="settings.id">
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<span class="hint hint--top" data-hint="The id is not displayed to the player anywhere. Must be a unique id (no two items may have the same id). Prefer short ids since it keeps savegames smaller.">
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Id
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</span>
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</th>
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<th ng-ds-fade="name">Name</th>
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<th ng-ds-fade="category">Category</th>
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<th ng-ds-fade="displaytype">Type</th>
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<th ng-ds-fade="hasManualPrice">Manual price?</th>
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<th ng-ds-fade="price">
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<th ng-ds-fade="settings.name">Name</th>
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<th ng-ds-fade="settings.category">Category</th>
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<th ng-ds-fade="settings.displaytype">Type</th>
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<th ng-ds-fade="settings.hasManualPrice">Manual price?</th>
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<th ng-ds-fade="settings.price">
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<span class="hint hint--top" data-hint="Base market cost">Price</span>
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</th>
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<th ng-ds-fade="hasEquipEffect">
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<th ng-ds-fade="settings.hasEquipEffect">
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<span class="hint hint--top" data-hint="Item has an effect when equipped">Equip?</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseMaxHP">
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<th ng-ds-fade="settings.equipEffect_increaseMaxHP">
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<span class="hint hint--top" data-hint="Increase maximum HP">+MaxHP</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseMaxAP">
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<th ng-ds-fade="settings.equipEffect_increaseMaxAP">
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<span class="hint hint--top" data-hint="Increase maximum AP">+MaxAP</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseMoveCost">
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<th ng-ds-fade="settings.equipEffect_increaseMoveCost">
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<span class="hint hint--top" data-hint="Increase in AP cost of moving one tile">+MoveCost</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseUseItemCost">
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<th ng-ds-fade="settings.equipEffect_increaseUseItemCost">
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<span class="hint hint--top" data-hint="Increase in AP cost of using items">+UseItemCost</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseReequipCost">
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<th ng-ds-fade="settings.equipEffect_increaseReequipCost">
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<span class="hint hint--top" data-hint="Increase in AP cost of equipping and un-equipping wearable items">+ReequipCost</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseAttackCost">
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<th ng-ds-fade="settings.equipEffect_increaseAttackCost">
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<span class="hint hint--top" data-hint="Incease in AP cost of making one attack">AtkCost</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseAttackChance">
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<th ng-ds-fade="settings.equipEffect_increaseAttackChance">
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<span class="hint hint--top" data-hint="Increase attack chance">+AC</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseAttackDamage">
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<th ng-ds-fade="settings.equipEffect_increaseAttackDamage">
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<span class="hint hint--top" data-hint="Increase attack damage (min - max)">+AD</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseCriticalSkill">
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<th ng-ds-fade="settings.equipEffect_increaseCriticalSkill">
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<span class="hint hint--top" data-hint="Increase critical skill">+CS</span>
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</th>
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<th ng-ds-fade="equipEffect_setCriticalMultiplier">
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<th ng-ds-fade="settings.equipEffect_setCriticalMultiplier">
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<span class="hint hint--top" data-hint="Set critical modifier (only for weapons)">CM</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseBlockChance">
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<th ng-ds-fade="settings.equipEffect_increaseBlockChance">
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<span class="hint hint--top" data-hint="Increase block chance">+BC</span>
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</th>
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<th ng-ds-fade="equipEffect_increaseDamageResistance">
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<th ng-ds-fade="settings.equipEffect_increaseDamageResistance">
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<span class="hint hint--top" data-hint="Increase damage resistance">+DR</span>
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</th>
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<th ng-ds-fade="useEffect">
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<th ng-ds-fade="settings.useEffect">
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<span class="hint hint--top" data-hint="Item has an effect when using it">Use?</span>
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</th>
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<th ng-ds-fade="useEffect">
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<th ng-ds-fade="settings.useEffect">
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<span class="hint hint--top" data-hint="Increase current HP when using item">+HP</span>
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</th>
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<th ng-ds-fade="useEffect">
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<th ng-ds-fade="settings.useEffect">
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<span class="hint hint--top" data-hint="Increase current AP when using item">+AP</span>
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</th>
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<th ng-ds-fade="hitEffect">
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<th ng-ds-fade="settings.hitEffect">
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<span class="hint hint--top" data-hint="Item has an effect when hitting a monster in combat">Hit?</span>
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</th>
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<th ng-ds-fade="hitEffect">
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<th ng-ds-fade="settings.hitEffect">
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<span class="hint hint--top" data-hint="Increase current HP when hitting monster in combat">+HP</span>
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</th>
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<th ng-ds-fade="hitEffect">
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<th ng-ds-fade="settings.hitEffect">
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<span class="hint hint--top" data-hint="Increase current AP when hitting monster in combat">+AP</span>
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</th>
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<th ng-ds-fade="killEffect">
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<th ng-ds-fade="settings.killEffect">
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<span class="hint hint--top" data-hint="Item has an effect when killing a monster in combat">Kill?</span>
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</th>
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<th ng-ds-fade="killEffect">
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<th ng-ds-fade="settings.killEffect">
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<span class="hint hint--top" data-hint="Increase current HP when killing monster in combat">+HP</span>
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</th>
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<th ng-ds-fade="killEffect">
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<th ng-ds-fade="settings.killEffect">
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<span class="hint hint--top" data-hint="Increase current AP when killing monster in combat">+AP</span>
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</th>
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@@ -116,13 +116,13 @@
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</thead>
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<tbody>
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<tr ng-repeat="item in items">
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<td ng-ds-fade="iconID"><div ng-tile-image="item.iconID" class="at-input-icon" ng-select-image="item" ng-select-image-dest="item.iconID"></div></td>
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<td ng-ds-fade="id"><input type="text" ng-model="item.id" class="at-input-id" /></td>
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<td ng-ds-fade="name"><input type="text" ng-model="item.name" class="at-input-name" /></td>
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<td ng-ds-fade="category">
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<td ng-ds-fade="settings.iconID"><div ng-tile-image="item.iconID" class="at-input-icon" ng-select-image="item" ng-select-image-dest="item.iconID"></div></td>
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<td ng-ds-fade="settings.id"><input type="text" ng-model="item.id" class="at-input-id" /></td>
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<td ng-ds-fade="settings.name"><input type="text" ng-model="item.name" class="at-input-name" /></td>
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<td ng-ds-fade="settings.category">
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<select ng-model="item.category" ng-options="s.name for s in itemCategories"></select>
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</td>
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<td ng-ds-fade="displaytype">
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<td ng-ds-fade="settings.displaytype">
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<select ng-model="item.displaytype">
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<option value="0">Ordinary item</option>
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<option value="1">Quest item (yellow)</option>
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@@ -131,60 +131,60 @@
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<option value="4">Rare (purple)</option>
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</select>
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</td>
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<td ng-ds-fade="hasManualPrice"><input type="checkbox" ng-model="item.hasManualPrice" ng-true-value="1" ng-false-value="0" ng-change="updateCost(item)" /></td>
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<td ng-ds-fade="price">
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<td ng-ds-fade="settings.hasManualPrice"><input type="checkbox" ng-model="item.hasManualPrice" ng-true-value="1" ng-false-value="0" ng-change="updateCost(item)" /></td>
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<td ng-ds-fade="settings.price">
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<input type="text" ng-show="item.hasManualPrice == 0" value="{{getItemCost(item)}}" readonly="readonly" class="at-input-gold" />
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<input type="text" ng-show="item.hasManualPrice == 1" ng-model="item.baseMarketCost" class="at-input-gold" />
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</td>
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<td ng-ds-fade="hasEquipEffect"><input type="checkbox" ng-model="item.hasEquipEffect" title="Has effect when equipping item?" /></td>
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<td ng-ds-fade="equipEffect_increaseMaxHP"><input type="text" ng-model="item.equipEffect.increaseMaxHP" class="at-input-stat" /></td>
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<td ng-ds-fade="equipEffect_increaseMaxAP"><input type="text" ng-model="item.equipEffect.increaseMaxAP" class="at-input-stat" /></td>
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<td ng-ds-fade="equipEffect_increaseMoveCost"><input type="text" ng-model="item.equipEffect.increaseMoveCost" class="at-input-stat" /></td>
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<td ng-ds-fade="equipEffect_increaseUseItemCost"><input type="text" ng-model="item.equipEffect.increaseUseItemCost" class="at-input-stat" /></td>
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<td ng-ds-fade="equipEffect_increaseReequipCost"><input type="text" ng-model="item.equipEffect.increaseReequipCost" class="at-input-stat" /></td>
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<td ng-ds-fade="equipEffect_increaseAttackCost"><input type="text" ng-model="item.equipEffect.increaseAttackCost" class="at-input-stat" /></td>
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<td ng-ds-fade="equipEffect_increaseAttackChance"><input type="text" ng-model="item.equipEffect.increaseAttackChance" class="at-input-stat" /></td>
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<td ng-ds-fade="equipEffect_increaseAttackDamage">
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<td ng-ds-fade="settings.hasEquipEffect"><input type="checkbox" ng-model="item.hasEquipEffect" title="Has effect when equipping item?" /></td>
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<td ng-ds-fade="settings.equipEffect_increaseMaxHP"><input type="text" ng-model="item.equipEffect.increaseMaxHP" class="at-input-stat" /></td>
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<td ng-ds-fade="settings.equipEffect_increaseMaxAP"><input type="text" ng-model="item.equipEffect.increaseMaxAP" class="at-input-stat" /></td>
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<td ng-ds-fade="settings.equipEffect_increaseMoveCost"><input type="text" ng-model="item.equipEffect.increaseMoveCost" class="at-input-stat" /></td>
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<td ng-ds-fade="settings.equipEffect_increaseUseItemCost"><input type="text" ng-model="item.equipEffect.increaseUseItemCost" class="at-input-stat" /></td>
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||||
<td ng-ds-fade="settings.equipEffect_increaseReequipCost"><input type="text" ng-model="item.equipEffect.increaseReequipCost" class="at-input-stat" /></td>
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||||
<td ng-ds-fade="settings.equipEffect_increaseAttackCost"><input type="text" ng-model="item.equipEffect.increaseAttackCost" class="at-input-stat" /></td>
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||||
<td ng-ds-fade="settings.equipEffect_increaseAttackChance"><input type="text" ng-model="item.equipEffect.increaseAttackChance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.equipEffect_increaseAttackDamage">
|
||||
<input type="text" ng-model="item.equipEffect.increaseAttackDamage.min" class="at-input-stat-minmax" />
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-
|
||||
<input type="text" ng-model="item.equipEffect.increaseAttackDamage.max" class="at-input-stat-minmax" />
|
||||
</td>
|
||||
<td ng-ds-fade="equipEffect_increaseCriticalSkill"><input type="text" ng-model="item.equipEffect.increaseCriticalSkill" class="at-input-stat" /></td>
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||||
<td ng-ds-fade="equipEffect_setCriticalMultiplier"><input type="text" ng-model="item.equipEffect.setCriticalMultiplier" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="equipEffect_increaseBlockChance"><input type="text" ng-model="item.equipEffect.increaseBlockChance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="equipEffect_increaseDamageResistance"><input type="text" ng-model="item.equipEffect.increaseDamageResistance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.equipEffect_increaseCriticalSkill"><input type="text" ng-model="item.equipEffect.increaseCriticalSkill" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.equipEffect_setCriticalMultiplier"><input type="text" ng-model="item.equipEffect.setCriticalMultiplier" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.equipEffect_increaseBlockChance"><input type="text" ng-model="item.equipEffect.increaseBlockChance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.equipEffect_increaseDamageResistance"><input type="text" ng-model="item.equipEffect.increaseDamageResistance" class="at-input-stat" /></td>
|
||||
|
||||
<td ng-ds-fade="useEffect"><input type="checkbox" ng-model="item.hasUseEffect" title="Has effect when using item?" /></td>
|
||||
<td ng-ds-fade="useEffect">
|
||||
<td ng-ds-fade="settings.useEffect"><input type="checkbox" ng-model="item.hasUseEffect" title="Has effect when using item?" /></td>
|
||||
<td ng-ds-fade="settings.useEffect">
|
||||
<input type="text" ng-model="item.useEffect.increaseCurrentHP.min" class="at-input-stat-minmax" />
|
||||
-
|
||||
<input type="text" ng-model="item.useEffect.increaseCurrentHP.max" class="at-input-stat-minmax" />
|
||||
</td>
|
||||
<td ng-ds-fade="useEffect">
|
||||
<td ng-ds-fade="settings.useEffect">
|
||||
<input type="text" ng-model="item.useEffect.increaseCurrentAP.min" class="at-input-stat-minmax" />
|
||||
-
|
||||
<input type="text" ng-model="item.useEffect.increaseCurrentAP.max" class="at-input-stat-minmax" />
|
||||
</td>
|
||||
|
||||
<td ng-ds-fade="hitEffect"><input type="checkbox" ng-model="item.hasHitEffect" title="Has effect when hitting a target in combat?" /></td>
|
||||
<td ng-ds-fade="hitEffect">
|
||||
<td ng-ds-fade="settings.hitEffect"><input type="checkbox" ng-model="item.hasHitEffect" title="Has effect when hitting a target in combat?" /></td>
|
||||
<td ng-ds-fade="settings.hitEffect">
|
||||
<input type="text" ng-model="item.hitEffect.increaseCurrentHP.min" class="at-input-stat-minmax" />
|
||||
-
|
||||
<input type="text" ng-model="item.hitEffect.increaseCurrentHP.max" class="at-input-stat-minmax" />
|
||||
</td>
|
||||
<td ng-ds-fade="hitEffect">
|
||||
<td ng-ds-fade="settings.hitEffect">
|
||||
<input type="text" ng-model="item.hitEffect.increaseCurrentAP.min" class="at-input-stat-minmax" />
|
||||
-
|
||||
<input type="text" ng-model="item.hitEffect.increaseCurrentAP.max" class="at-input-stat-minmax" />
|
||||
</td>
|
||||
|
||||
<td ng-ds-fade="killEffect"><input type="checkbox" ng-model="item.hasKillEffect" title="Has effect when killing a target in combat?" /></td>
|
||||
<td ng-ds-fade="killEffect">
|
||||
<td ng-ds-fade="settings.killEffect"><input type="checkbox" ng-model="item.hasKillEffect" title="Has effect when killing a target in combat?" /></td>
|
||||
<td ng-ds-fade="settings.killEffect">
|
||||
<input type="text" ng-model="item.killEffect.increaseCurrentHP.min" class="at-input-stat-minmax" />
|
||||
-
|
||||
<input type="text" ng-model="item.killEffect.increaseCurrentHP.max" class="at-input-stat-minmax" />
|
||||
</td>
|
||||
<td ng-ds-fade="killEffect">
|
||||
<td ng-ds-fade="settings.killEffect">
|
||||
<input type="text" ng-model="item.killEffect.increaseCurrentAP.min" class="at-input-stat-minmax" />
|
||||
-
|
||||
<input type="text" ng-model="item.killEffect.increaseCurrentAP.max" class="at-input-stat-minmax" />
|
||||
|
||||
@@ -1,87 +1,87 @@
|
||||
<h3>Monsters / NPCs</h3>
|
||||
|
||||
<label class="checkbox"><input type="checkbox" ng-model="iconID" />Icon</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="id" />Id</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="name" />Name</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="spawnGroup" />Spawngroup</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="unique" />Unique</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="monsterClass" />Class</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="phraseID" />Phrase</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="droplistID" />Droplist</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="experience" />Experience</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="maxAP" />Max AP</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="moveCost" />Move cost</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="maxHP" />Max health</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="attackCost" />Attack cost</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="attackChance" />Attack chance</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="attackDamage" />Attack damage</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="hasCritical" />Has critical hits</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="criticalSkill" />Critical skill</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="criticalMultiplier" />Critical multiplier</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="blockChance" />Clock chance</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="damageResistance" />Damage resistance</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.iconID" />Icon</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.id" />Id</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.name" />Name</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.spawnGroup" />Spawngroup</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.unique" />Unique</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.monsterClass" />Class</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.phraseID" />Phrase</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.droplistID" />Droplist</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.experience" />Experience</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.maxAP" />Max AP</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.moveCost" />Move cost</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.maxHP" />Max health</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.attackCost" />Attack cost</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.attackChance" />Attack chance</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.attackDamage" />Attack damage</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.hasCritical" />Has critical hits</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.criticalSkill" />Critical skill</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.criticalMultiplier" />Critical multiplier</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.blockChance" />Clock chance</label>
|
||||
<label class="checkbox"><input type="checkbox" ng-model="settings.damageResistance" />Damage resistance</label>
|
||||
|
||||
<table>
|
||||
<thead>
|
||||
<tr>
|
||||
<th ng-ds-fade="iconID">Icon</th>
|
||||
<th ng-ds-fade="id">
|
||||
<th ng-ds-fade="settings.iconID">Icon</th>
|
||||
<th ng-ds-fade="settings.id">
|
||||
<span class="hint hint--top" data-hint="The id is not displayed to the player anywhere. Must be a unique id (no two monster may have the same id). Prefer short ids since it keeps savegames smaller.">
|
||||
Id
|
||||
</span>
|
||||
</th>
|
||||
<th ng-ds-fade="name">Name</th>
|
||||
<th ng-ds-fade="spawnGroup">
|
||||
<th ng-ds-fade="settings.name">Name</th>
|
||||
<th ng-ds-fade="settings.spawnGroup">
|
||||
<span class="hint hint--top" data-hint="The name to enter on spawn areas in TMX map files for spawning this type of monster. Several monster types may have the same spawngroup, which makes the game spawn one random monster type from the spawngroup.">
|
||||
Spawngroup
|
||||
</span>
|
||||
</th>
|
||||
<th ng-ds-fade="unique">
|
||||
<th ng-ds-fade="settings.unique">
|
||||
<span class="hint hint--top" data-hint="Unique monsters will not respawn. Typically used for bosses.">Unique</span>
|
||||
</th>
|
||||
<th ng-ds-fade="monsterClass">Class</th>
|
||||
<th ng-ds-fade="phraseID">
|
||||
<th ng-ds-fade="settings.monsterClass">Class</th>
|
||||
<th ng-ds-fade="settings.phraseID">
|
||||
<span class="hint hint--top" data-hint="ID of the starting conversation phrase that will be used when engaging in conversation with this NPC.">Phrase</span>
|
||||
</th>
|
||||
<th ng-ds-fade="droplistID">
|
||||
<th ng-ds-fade="settings.droplistID">
|
||||
<span class="hint hint--top" data-hint="ID of the droplist that will contain the items that are dropped when the monster is killed. If this monster is an NPC, this is the list of items that are available to buy as shop items.">
|
||||
Droplist
|
||||
</span>
|
||||
</th>
|
||||
<th ng-ds-fade="experience">
|
||||
<th ng-ds-fade="settings.experience">
|
||||
<span class="hint hint--top" data-hint="Experience">Exp</span>
|
||||
</th>
|
||||
<th ng-ds-fade="maxAP">
|
||||
<th ng-ds-fade="settings.maxAP">
|
||||
<span class="hint hint--top" data-hint="Maximum action points">AP</span>
|
||||
</th>
|
||||
<th ng-ds-fade="moveCost">
|
||||
<th ng-ds-fade="settings.moveCost">
|
||||
<span class="hint hint--top" data-hint="AP cost of moving one tile">MoveCost</span>
|
||||
</th>
|
||||
<th ng-ds-fade="maxHP">
|
||||
<th ng-ds-fade="settings.maxHP">
|
||||
<span class="hint hint--top" data-hint="Maximum health points">HP</span>
|
||||
</th>
|
||||
<th ng-ds-fade="attackCost">
|
||||
<th ng-ds-fade="settings.attackCost">
|
||||
<span class="hint hint--top" data-hint="AP cost of doing one attack">AttackCost</span>
|
||||
</th>
|
||||
<th ng-ds-fade="attackChance">
|
||||
<th ng-ds-fade="settings.attackChance">
|
||||
<span class="hint hint--top" data-hint="Attack chance">AC</span>
|
||||
</th>
|
||||
<th ng-ds-fade="attackDamage">
|
||||
<th ng-ds-fade="settings.attackDamage">
|
||||
<span class="hint hint--top" data-hint="Attack damage (min - max)">AD</span>
|
||||
</th>
|
||||
<th ng-ds-fade="hasCritical">
|
||||
<th ng-ds-fade="settings.hasCritical">
|
||||
<span class="hint hint--top" data-hint="May cause critical attacks">Crit?</span>
|
||||
</th>
|
||||
<th ng-ds-fade="criticalSkill">
|
||||
<th ng-ds-fade="settings.criticalSkill">
|
||||
<span class="hint hint--top" data-hint="Critical skill">CS</span>
|
||||
</th>
|
||||
<th ng-ds-fade="criticalMultiplier">
|
||||
<th ng-ds-fade="settings.criticalMultiplier">
|
||||
<span class="hint hint--top" data-hint="Critical multiplier">CM</span>
|
||||
</th>
|
||||
<th ng-ds-fade="blockChance">
|
||||
<th ng-ds-fade="settings.blockChance">
|
||||
<span class="hint hint--top" data-hint="Block chance">BC</span>
|
||||
</th>
|
||||
<th ng-ds-fade="damageResistance">
|
||||
<th ng-ds-fade="settings.damageResistance">
|
||||
<span class="hint hint--top" data-hint="Damage resistance">DR</span>
|
||||
</th>
|
||||
<th></th>
|
||||
@@ -89,12 +89,12 @@
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr ng-repeat="monster in monsters">
|
||||
<td ng-ds-fade="iconID"><div ng-tile-image="monster.iconID" class="at-input-icon" ng-select-image="monster" ng-select-image-dest="monster.iconID"></div></td>
|
||||
<td ng-ds-fade="id"><input type="text" ng-model="monster.id" class="at-input-id" /></td>
|
||||
<td ng-ds-fade="name"><input type="text" ng-model="monster.name" class="at-input-name" /></td>
|
||||
<td ng-ds-fade="spawnGroup"><input type="text" ng-model="monster.spawnGroup" class="at-input-id" /></td>
|
||||
<td ng-ds-fade="unique"><input type="checkbox" ng-model="monster.unique" ng-true-value="1" ng-false-value="0" /></td>
|
||||
<td ng-ds-fade="monsterClass">
|
||||
<td ng-ds-fade="settings.iconID"><div ng-tile-image="monster.iconID" class="at-input-icon" ng-select-image="monster" ng-select-image-dest="monster.iconID"></div></td>
|
||||
<td ng-ds-fade="settings.id"><input type="text" ng-model="monster.id" class="at-input-id" /></td>
|
||||
<td ng-ds-fade="settings.name"><input type="text" ng-model="monster.name" class="at-input-name" /></td>
|
||||
<td ng-ds-fade="settings.spawnGroup"><input type="text" ng-model="monster.spawnGroup" class="at-input-id" /></td>
|
||||
<td ng-ds-fade="settings.unique"><input type="checkbox" ng-model="monster.unique" ng-true-value="1" ng-false-value="0" /></td>
|
||||
<td ng-ds-fade="settings.monsterClass">
|
||||
<select ng-model="monster.monsterClass">
|
||||
<option value="0">Humanoid</option>
|
||||
<option value="1">Insect</option>
|
||||
@@ -107,24 +107,24 @@
|
||||
<option value="8">Ghost</option>
|
||||
</select>
|
||||
</td>
|
||||
<td ng-ds-fade="phraseID"><input type="text" ng-model="monster.phraseID" class="at-input-id" /></td>
|
||||
<td ng-ds-fade="droplistID"><input type="text" ng-model="monster.droplistID" class="at-input-id" /></td>
|
||||
<td ng-ds-fade="experience"><input type="text" value="{{getExperience(monster)}}" class="at-input-stat" readonly="readonly" /></td>
|
||||
<td ng-ds-fade="maxAP"><input type="text" ng-model="monster.maxAP" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="moveCost"><input type="text" ng-model="monster.moveCost" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="maxHP"><input type="text" ng-model="monster.maxHP" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="attackCost"><input type="text" ng-model="monster.attackCost" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="attackChance"><input type="text" ng-model="monster.attackChance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="attackDamage">
|
||||
<td ng-ds-fade="settings.phraseID"><input type="text" ng-model="monster.phraseID" class="at-input-id" /></td>
|
||||
<td ng-ds-fade="settings.droplistID"><input type="text" ng-model="monster.droplistID" class="at-input-id" /></td>
|
||||
<td ng-ds-fade="settings.experience"><input type="text" value="{{getExperience(monster)}}" class="at-input-stat" readonly="readonly" /></td>
|
||||
<td ng-ds-fade="settings.maxAP"><input type="text" ng-model="monster.maxAP" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.moveCost"><input type="text" ng-model="monster.moveCost" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.maxHP"><input type="text" ng-model="monster.maxHP" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.attackCost"><input type="text" ng-model="monster.attackCost" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.attackChance"><input type="text" ng-model="monster.attackChance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.attackDamage">
|
||||
<input type="text" ng-model="monster.attackDamage.min" class="at-input-stat-minmax" />
|
||||
-
|
||||
<input type="text" ng-model="monster.attackDamage.max" class="at-input-stat-minmax" />
|
||||
</td>
|
||||
<td ng-ds-fade="hasCritical"><input type="checkbox" ng-model="monster.hasCritical" /></td>
|
||||
<td ng-ds-fade="criticalSkill"><input type="text" ng-model="monster.criticalSkill" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="criticalMultiplier"><input type="text" ng-model="monster.criticalMultiplier" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="blockChance"><input type="text" ng-model="monster.blockChance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="damageResistance"><input type="text" ng-model="monster.damageResistance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.hasCritical"><input type="checkbox" ng-model="monster.hasCritical" /></td>
|
||||
<td ng-ds-fade="settings.criticalSkill"><input type="text" ng-model="monster.criticalSkill" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.criticalMultiplier"><input type="text" ng-model="monster.criticalMultiplier" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.blockChance"><input type="text" ng-model="monster.blockChance" class="at-input-stat" /></td>
|
||||
<td ng-ds-fade="settings.damageResistance"><input type="text" ng-model="monster.damageResistance" class="at-input-stat" /></td>
|
||||
<td><a ng-click="edit(monster)" class="btn"><i class="icon-forward"></i> Edit</a></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
|
||||
Reference in New Issue
Block a user