badges
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@ -48,7 +48,11 @@ local slash = nil
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local title_stars_folders = { "1", "2", "3" }
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local title_stars = { { } }
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local title_badges = { }
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local title_badge_of_achievement = nil
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local nameplates_achievement = {134,78,66,71,44,14,17}
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local title_badge_of_team_member = nil
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local nameplates_team_member = {}
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local font_name_normal_size = nil
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local font_name_withtitle = nil
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@ -65,6 +69,15 @@ local nodan = { false, false, false, false, false }
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local titleplate_counter = 0
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local namePlateEffect_counter = 0
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function tableContains(testTable, value)
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for i = 1,#testTable do
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if (testTable[i] == value) then
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return true
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end
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end
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return false
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end
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function implDrawStar(scale, x, y, star_small)
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star_small:tSetScale(scale, scale)
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star_small:t2D_DisplayImage_AnchorCenter(x, y)
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@ -196,7 +209,7 @@ function implDrawRarityStars(o_x, o_y, opacity, rarity)
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local x = o_x
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local y = o_y - 20
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star_count = 0
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local star_count = 0
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--Rare
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if rarity == 3 then
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star_count = 1
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@ -209,13 +222,23 @@ function implDrawRarityStars(o_x, o_y, opacity, rarity)
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end
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if star_count > 0 then
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star_frame = 1 + math.ceil(titleplate_counter * (#title_stars[star_count] - 1))
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local star_frame = 1 + math.ceil(titleplate_counter * (#title_stars[star_count] - 1))
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tx_titlestar = title_stars[star_count][star_frame]
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tx_titlestar.Opacity = opacity
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tx_titlestar:t2D_DisplayImage(x + config_title_plate_offset_x, y + config_title_plate_offset_y)
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end
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end
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function implDrawBadges(x, y, opacity, nameplateId)
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if tableContains(nameplates_achievement, nameplateId) then
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title_badge_of_achievement.Opacity = opacity
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title_badge_of_achievement:t2D_DisplayImage(x + config_title_plate_offset_x, y + config_title_plate_offset_y)
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elseif tableContains(nameplates_team_member, nameplateId) then
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title_badge_of_team_member.Opacity = opacity
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title_badge_of_team_member:t2D_DisplayImage(x + config_title_plate_offset_x, y + config_title_plate_offset_y)
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end
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end
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function implDrawTitlePlate(x, y, opacity, titleTexIndex)
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if titleTexIndex >= 1 and titleTexIndex <= #title_plates then
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titleplate_frame = 1 + math.ceil(titleplate_counter * (#title_plates[titleTexIndex] - 1))
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@ -299,6 +322,9 @@ function loadAssets()
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base = loadTexture("Base.png")
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dan_base = loadTexture("Dan_Base.png")
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slash = loadTexture("Shines/Slash.png")
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title_badge_of_achievement = loadTexture("Badges/0.png")
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title_badge_of_team_member = loadTexture("Badges/1.png")
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for i = 1, 3 do
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dan_gradation[i] = loadTexture("Dan_"..dan_types[i]..".png")
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@ -403,6 +429,9 @@ function drawTitlePlate(o_x, o_y, opacity, titletype, titleTex, rarityInt, namep
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--Rarity stars
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implDrawRarityStars(x, y, opacity, rarityInt)
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--Badges
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implDrawBadges(x, y, opacity, nameplateId)
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--Glow
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implDrawTitleEffect(x, y, titletype + 1)
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@ -431,6 +460,7 @@ function draw(x, y, opacity, player, side)
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local player_lua = player + 1
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local side_lua = side + 1
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local rarityInt = player_data[player_lua].TitleRarityInt
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local nameplateId = player_data[player_lua].TitleId
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--White background
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base.Opacity = opacity
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@ -444,6 +474,9 @@ function draw(x, y, opacity, player, side)
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--Rarity stars
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implDrawRarityStars(x, y, opacity, rarityInt)
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--Badges
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implDrawBadges(x, y, opacity, nameplateId)
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--Dan plate
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if not(player_data[player_lua].Dan == nil) and not(player_data[player_lua].Dan == "") then
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