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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/modules/rpg/settings.lua
2021-12-05 22:15:49 +01:00

728 lines
28 KiB
Lua

local Public = require 'modules.rpg.table'
local Gui = require 'utils.gui'
local P = require 'utils.player_modifiers'
local Session = require 'utils.datastore.session_data'
local settings_frame_name = Public.settings_frame_name
local save_button_name = Public.save_button_name
local discard_button_name = Public.discard_button_name
local spell_gui_button_name = Public.spell_gui_button_name
local spell_gui_frame_name = Public.spell_gui_frame_name
local enable_spawning_frame_name = Public.enable_spawning_frame_name
local spell1_button_name = Public.spell1_button_name
local spell2_button_name = Public.spell2_button_name
local spell3_button_name = Public.spell3_button_name
local settings_level = Public.gui_settings_levels
local function create_input_element(frame, type, value, items, index)
if type == 'slider' then
return frame.add({type = 'slider', value = value, minimum_value = 0, maximum_value = 1})
end
if type == 'boolean' then
return frame.add({type = 'checkbox', state = value})
end
if type == 'dropdown' then
return frame.add({type = 'drop-down', items = items, selected_index = index})
end
return frame.add({type = 'text-box', text = value})
end
function Public.update_spell_gui_indicator(player)
local rpg_t = Public.get_value_from_player(player.index)
local main_frame = player.gui.screen[spell_gui_frame_name]
if not main_frame then
return
end
local indicator = main_frame['spell_table']['indicator']
indicator.sprite = 'virtual-signal/signal-' .. (rpg_t.enable_entity_spawn and 'green' or 'red')
end
function Public.update_spell_gui(player, spell_index)
local rpg_t = Public.get_value_from_player(player.index)
local spells, names = Public.rebuild_spells()
local main_frame = player.gui.screen[spell_gui_frame_name]
if not main_frame then
return
end
local spell_table = main_frame['spell_table']
if spell_index then
if spell_index == 1 then
rpg_t.dropdown_select_index = rpg_t.dropdown_select_index1
elseif spell_index == 2 then
rpg_t.dropdown_select_index = rpg_t.dropdown_select_index2
elseif spell_index == 3 then
rpg_t.dropdown_select_index = rpg_t.dropdown_select_index3
end
end
spell_table[spell1_button_name].tooltip = names[rpg_t.dropdown_select_index1] or '---'
spell_table[spell1_button_name].sprite = spells[rpg_t.dropdown_select_index1].sprite
spell_table[spell2_button_name].tooltip = names[rpg_t.dropdown_select_index2] or '---'
spell_table[spell2_button_name].sprite = spells[rpg_t.dropdown_select_index2].sprite
spell_table[spell3_button_name].tooltip = names[rpg_t.dropdown_select_index3] or '---'
spell_table[spell3_button_name].sprite = spells[rpg_t.dropdown_select_index3].sprite
if rpg_t.dropdown_select_index1 == rpg_t.dropdown_select_index then
spell_table[spell1_button_name].enabled = false
spell_table[spell1_button_name].number = 1
else
spell_table[spell1_button_name].enabled = true
spell_table[spell1_button_name].number = nil
end
if rpg_t.dropdown_select_index2 == rpg_t.dropdown_select_index then
spell_table[spell2_button_name].enabled = false
spell_table[spell2_button_name].number = 1
else
spell_table[spell2_button_name].enabled = true
spell_table[spell2_button_name].number = nil
end
if rpg_t.dropdown_select_index3 == rpg_t.dropdown_select_index then
spell_table[spell3_button_name].enabled = false
spell_table[spell3_button_name].number = 1
else
spell_table[spell3_button_name].enabled = true
spell_table[spell3_button_name].number = nil
end
spell_table['mana-cost'].caption = spells[rpg_t.dropdown_select_index].mana_cost
spell_table['mana'].caption = math.floor(rpg_t.mana)
spell_table['maxmana'].caption = math.floor(rpg_t.mana_max)
Public.update_spell_gui_indicator(player)
end
function Public.spell_gui_settings(player)
local rpg_t = Public.get_value_from_player(player.index)
local spells, names = Public.rebuild_spells()
local main_frame = player.gui.screen[spell_gui_frame_name]
if not main_frame or not main_frame.valid then
main_frame =
player.gui.screen.add(
{
type = 'frame',
name = spell_gui_frame_name,
caption = ({'rpg_settings.spell_name'}),
direction = 'vertical'
}
)
main_frame.auto_center = true
local table = main_frame.add({type = 'table', column_count = 4, name = 'spell_table'})
table.add(
{
type = 'sprite-button',
sprite = 'item/raw-fish',
name = enable_spawning_frame_name,
tooltip = ({'rpg_settings.toggle_cast_spell_label'})
}
)
table.add(
{
type = 'sprite-button',
sprite = spells[rpg_t.dropdown_select_index1].sprite,
name = spell1_button_name,
tooltip = names[rpg_t.dropdown_select_index1] or '---'
}
)
table.add(
{
type = 'sprite-button',
sprite = spells[rpg_t.dropdown_select_index2].sprite,
name = spell2_button_name,
tooltip = names[rpg_t.dropdown_select_index2] or '---'
}
)
table.add(
{
type = 'sprite-button',
sprite = spells[rpg_t.dropdown_select_index3].sprite,
name = spell3_button_name,
tooltip = names[rpg_t.dropdown_select_index3] or '---'
}
)
table.add({type = 'sprite-button', name = 'indicator', enabled = false})
local b1 = table.add({type = 'sprite-button', name = 'mana-cost', tooltip = {'rpg_settings.mana_cost'}, caption = 0})
local b2 = table.add({type = 'sprite-button', name = 'mana', tooltip = {'rpg_settings.mana'}, caption = 0})
local b3 = table.add({type = 'sprite-button', name = 'maxmana', tooltip = {'rpg_settings.mana_max'}, caption = 0})
b1.style.font_color = {r = 0.98, g = 0.98, b = 0.98}
b2.style.font_color = {r = 0.98, g = 0.98, b = 0.98}
b3.style.font_color = {r = 0.98, g = 0.98, b = 0.98}
Public.update_spell_gui(player, nil)
else
main_frame.destroy()
end
end
function Public.extra_settings(player)
local rpg_extra = Public.get('rpg_extra')
local rpg_t = Public.get_value_from_player(player.index)
local trusted = Session.get_trusted_table()
local main_frame =
player.gui.screen.add(
{
type = 'frame',
name = settings_frame_name,
caption = ({'rpg_settings.name'}),
direction = 'vertical'
}
)
main_frame.auto_center = true
local main_frame_style = main_frame.style
main_frame_style.width = 500
local inside_frame = main_frame.add {type = 'frame', style = 'inside_shallow_frame'}
local inside_frame_style = inside_frame.style
inside_frame_style.padding = 0
local inside_table = inside_frame.add {type = 'table', column_count = 1}
local inside_table_style = inside_table.style
inside_table_style.vertical_spacing = 0
inside_table.add({type = 'line'})
local info_text = inside_table.add({type = 'label', caption = ({'rpg_settings.info_text_label'})})
local info_text_style = info_text.style
info_text_style.font = 'default-bold'
info_text_style.padding = 0
info_text_style.left_padding = 10
info_text_style.horizontal_align = 'left'
info_text_style.vertical_align = 'bottom'
info_text_style.font_color = {0.55, 0.55, 0.99}
inside_table.add({type = 'line'})
local scroll_pane = inside_table.add({type = 'scroll-pane'})
local scroll_style = scroll_pane.style
scroll_style.vertically_squashable = true
scroll_style.maximal_height = 800
scroll_style.bottom_padding = 5
scroll_style.left_padding = 5
scroll_style.right_padding = 5
scroll_style.top_padding = 5
local setting_grid = scroll_pane.add({type = 'table', column_count = 2})
local health_bar_gui_input
if rpg_extra.enable_health_and_mana_bars then
local health_bar_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.health_text_label'})
}
)
local style = health_bar_label.style
style.horizontally_stretchable = true
style.height = 35
style.vertical_align = 'center'
local health_bar_input = setting_grid.add({type = 'flow'})
local input_style = health_bar_input.style
input_style.height = 35
input_style.vertical_align = 'center'
health_bar_gui_input = create_input_element(health_bar_input, 'boolean', rpg_t.show_bars)
health_bar_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
if not rpg_extra.enable_mana then
health_bar_label.caption = ({'rpg_settings.health_only_text_label'})
end
end
local reset_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.reset_text_label'}),
tooltip = ''
}
)
local reset_label_style = reset_label.style
reset_label_style.horizontally_stretchable = true
reset_label_style.height = 35
reset_label_style.vertical_align = 'center'
local reset_input = setting_grid.add({type = 'flow'})
local reset_input_style = reset_input.style
reset_input_style.height = 35
reset_input_style.vertical_align = 'center'
local reset_gui_input = create_input_element(reset_input, 'boolean', false)
if not rpg_t.reset then
if not trusted[player.name] then
reset_gui_input.enabled = false
reset_gui_input.tooltip = ({'rpg_settings.not_trusted'})
goto continue
end
if rpg_t.level < settings_level['reset_text_label'] then
reset_gui_input.enabled = false
reset_gui_input.tooltip = ({'rpg_settings.low_level', 50})
reset_label.tooltip = ({'rpg_settings.low_level', 50})
else
reset_gui_input.enabled = true
reset_gui_input.tooltip = ({'rpg_settings.reset_tooltip'})
reset_label.tooltip = ({'rpg_settings.reset_tooltip'})
end
else
reset_gui_input.enabled = false
reset_gui_input.tooltip = ({'rpg_settings.used_up'})
end
::continue::
local magic_pickup_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.reach_text_label'}),
tooltip = ({'rpg_settings.reach_text_tooltip'})
}
)
local magic_pickup_label_style = magic_pickup_label.style
magic_pickup_label_style.horizontally_stretchable = true
magic_pickup_label_style.height = 35
magic_pickup_label_style.vertical_align = 'center'
local magic_pickup_input = setting_grid.add({type = 'flow'})
local magic_pickup_input_style = magic_pickup_input.style
magic_pickup_input_style.height = 35
magic_pickup_input_style.vertical_align = 'center'
local reach_mod
local character_item_pickup_distance_bonus = P.get_single_disabled_modifier(player, 'character_item_pickup_distance_bonus')
if character_item_pickup_distance_bonus then
reach_mod = false
else
reach_mod = true
end
local magic_pickup_gui_input = create_input_element(magic_pickup_input, 'boolean', reach_mod)
magic_pickup_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
local movement_speed_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.movement_text_label'}),
tooltip = ({'rpg_settings.movement_text_tooltip'})
}
)
local movement_speed_label_style = movement_speed_label.style
movement_speed_label_style.horizontally_stretchable = true
movement_speed_label_style.height = 35
movement_speed_label_style.vertical_align = 'center'
local movement_speed_input = setting_grid.add({type = 'flow'})
local movement_speed_input_style = movement_speed_input.style
movement_speed_input_style.height = 35
movement_speed_input_style.vertical_align = 'center'
local speed_mod
local character_running_speed_modifier = P.get_single_disabled_modifier(player, 'character_running_speed_modifier')
if character_running_speed_modifier then
speed_mod = false
else
speed_mod = true
end
local movement_speed_gui_input = create_input_element(movement_speed_input, 'boolean', speed_mod)
movement_speed_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
local enable_entity_gui_input
local conjure_gui_input
local spell_gui_input1
local spell_gui_input2
local spell_gui_input3
local flame_boots_gui_input
local explosive_bullets_gui_input
local stone_path_gui_input
local one_punch_gui_input
local auto_allocate_gui_input
if rpg_extra.enable_stone_path then
local stone_path_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.stone_path_label'}),
tooltip = ({'rpg_settings.stone_path_tooltip'})
}
)
local stone_path_label_style = stone_path_label.style
stone_path_label_style.horizontally_stretchable = true
stone_path_label_style.height = 35
stone_path_label_style.vertical_align = 'center'
local stone_path_input = setting_grid.add({type = 'flow'})
local stone_path_input_style = stone_path_input.style
stone_path_input_style.height = 35
stone_path_input_style.vertical_align = 'center'
local stone_path
if rpg_t.stone_path then
stone_path = rpg_t.stone_path
else
stone_path = false
end
stone_path_gui_input = create_input_element(stone_path_input, 'boolean', stone_path)
if rpg_t.level < settings_level['stone_path_label'] then
stone_path_gui_input.enabled = false
stone_path_gui_input.tooltip = ({'rpg_settings.low_level', 20})
stone_path_label.tooltip = ({'rpg_settings.low_level', 20})
else
stone_path_gui_input.enabled = true
stone_path_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
end
if rpg_extra.enable_one_punch then
local one_punch_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.one_punch_label'}),
tooltip = ({'rpg_settings.one_punch_tooltip'})
}
)
local one_punch_label_style = one_punch_label.style
one_punch_label_style.horizontally_stretchable = true
one_punch_label_style.height = 35
one_punch_label_style.vertical_align = 'center'
local one_punch_input = setting_grid.add({type = 'flow'})
local one_punch_input_style = one_punch_input.style
one_punch_input_style.height = 35
one_punch_input_style.vertical_align = 'center'
local one_punch
if rpg_t.one_punch then
one_punch = rpg_t.one_punch
else
one_punch = false
end
one_punch_gui_input = create_input_element(one_punch_input, 'boolean', one_punch)
if rpg_extra.enable_one_punch_globally then
one_punch_gui_input.state = true
one_punch_gui_input.enabled = false
one_punch_gui_input.tooltip = ({'rpg_settings.one_punch_globally'})
else
if rpg_t.level < settings_level['one_punch_label'] then
one_punch_gui_input.enabled = false
one_punch_gui_input.tooltip = ({'rpg_settings.low_level', 30})
else
one_punch_gui_input.enabled = true
one_punch_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
end
end
if rpg_extra.enable_flame_boots then
local flame_boots_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.flameboots_label'}),
tooltip = ({'rpg_settings.flameboots_tooltip'})
}
)
local flame_boots_label_style = flame_boots_label.style
flame_boots_label_style.horizontally_stretchable = true
flame_boots_label_style.height = 35
flame_boots_label_style.vertical_align = 'center'
local flame_boots_input = setting_grid.add({type = 'flow'})
local flame_boots_input_style = flame_boots_input.style
flame_boots_input_style.height = 35
flame_boots_input_style.vertical_align = 'center'
local flame_mod
if rpg_t.flame_boots then
flame_mod = rpg_t.flame_boots
else
flame_mod = false
end
flame_boots_gui_input = create_input_element(flame_boots_input, 'boolean', flame_mod)
if rpg_t.mana > 50 then
if rpg_t.level < settings_level['flameboots_label'] then
flame_boots_gui_input.enabled = false
flame_boots_gui_input.tooltip = ({'rpg_settings.low_level', 100})
flame_boots_label.tooltip = ({'rpg_settings.low_level', 100})
else
flame_boots_gui_input.enabled = true
flame_boots_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
else
flame_boots_gui_input.enabled = false
flame_boots_gui_input.tooltip = ({'rpg_settings.no_mana'})
end
end
if rpg_extra.enable_explosive_bullets_globally then
local explosive_bullets_label =
setting_grid.add(
{
type = 'label',
caption = ({'rpg_settings.explosive_bullets_label'}),
tooltip = ({'rpg_settings.explosive_bullets_tooltip'})
}
)
local explosive_bullets_label_style = explosive_bullets_label.style
explosive_bullets_label_style.horizontally_stretchable = true
explosive_bullets_label_style.height = 35
explosive_bullets_label_style.vertical_align = 'center'
local explosive_bullet_input = setting_grid.add({type = 'flow'})
local explosive_bullet_input_style = explosive_bullet_input.style
explosive_bullet_input_style.height = 35
explosive_bullet_input_style.vertical_align = 'center'
local explosive_bullets
if rpg_t.explosive_bullets then
explosive_bullets = rpg_t.explosive_bullets
else
explosive_bullets = false
end
explosive_bullets_gui_input = create_input_element(explosive_bullet_input, 'boolean', explosive_bullets)
if rpg_t.level < settings_level['explosive_bullets_label'] then
explosive_bullets_gui_input.enabled = false
explosive_bullets_gui_input.tooltip = ({'rpg_settings.low_level', 50})
explosive_bullets_label.tooltip = ({'rpg_settings.low_level', 50})
else
explosive_bullets_gui_input.enabled = true
explosive_bullets_gui_input.tooltip = ({'rpg_settings.explosive_bullets_tooltip'})
end
end
if rpg_extra.enable_mana then
local mana_frame = inside_table.add({type = 'scroll-pane'})
local mana_style = mana_frame.style
mana_style.vertically_squashable = true
mana_style.bottom_padding = 5
mana_style.left_padding = 5
mana_style.right_padding = 5
mana_style.top_padding = 5
mana_frame.add({type = 'line'})
local label = mana_frame.add({type = 'label', caption = ({'rpg_settings.mana_label'})})
label.style.font = 'default-bold'
label.style.padding = 0
label.style.left_padding = 10
label.style.horizontal_align = 'left'
label.style.vertical_align = 'bottom'
label.style.font_color = {0.55, 0.55, 0.99}
mana_frame.add({type = 'line'})
local setting_grid_2 = mana_frame.add({type = 'table', column_count = 2})
local mana_grid = mana_frame.add({type = 'table', column_count = 2})
local enable_entity =
setting_grid_2.add(
{
type = 'label',
caption = ({'rpg_settings.magic_label'}),
tooltip = ({'rpg_settings.magic_tooltip'})
}
)
local enable_entity_style = enable_entity.style
enable_entity_style.horizontally_stretchable = true
enable_entity_style.height = 35
enable_entity_style.vertical_align = 'center'
local entity_input = setting_grid_2.add({type = 'flow'})
local entity_input_style = entity_input.style
entity_input_style.height = 35
entity_input_style.vertical_align = 'center'
entity_input_style.horizontal_align = 'right'
local entity_mod
if rpg_t.enable_entity_spawn then
entity_mod = rpg_t.enable_entity_spawn
else
entity_mod = false
end
enable_entity_gui_input = create_input_element(entity_input, 'boolean', entity_mod)
if not trusted[player.name] then
enable_entity_gui_input.enabled = false
enable_entity_gui_input.tooltip = ({'rpg_settings.not_trusted'})
else
enable_entity_gui_input.enabled = true
enable_entity_gui_input.tooltip = ({'rpg_settings.tooltip_check'})
end
local conjure_label =
mana_grid.add(
{
type = 'label',
caption = ({'rpg_settings.magic_spell'}),
tooltip = ''
}
)
local spells, names = Public.rebuild_spells()
local conjure_label_style = conjure_label.style
conjure_label_style.horizontally_stretchable = true
conjure_label_style.height = 35
conjure_label_style.vertical_align = 'center'
local conjure_input = mana_grid.add({type = 'flow'})
local conjure_input_style = conjure_input.style
conjure_input_style.height = 35
conjure_input_style.vertical_align = 'center'
conjure_gui_input = create_input_element(conjure_input, 'dropdown', false, names, rpg_t.dropdown_select_index)
for _, entity in pairs(spells) do
if entity.type == 'item' then
conjure_label.tooltip = ({
'rpg_settings.magic_item_requirement',
conjure_label.tooltip,
entity.entityName,
entity.mana_cost,
entity.level
})
elseif entity.type == 'entity' then
conjure_label.tooltip = ({
'rpg_settings.magic_entity_requirement',
conjure_label.tooltip,
entity.entityName,
entity.mana_cost,
entity.level
})
elseif entity.type == 'special' then
conjure_label.tooltip = ({
'rpg_settings.magic_special_requirement',
conjure_label.tooltip,
entity.name,
entity.mana_cost,
entity.level
})
end
end
if not spells[rpg_t.dropdown_select_index1] then
rpg_t.dropdown_select_index1 = 1
end
if not spells[rpg_t.dropdown_select_index2] then
rpg_t.dropdown_select_index2 = 1
end
if not spells[rpg_t.dropdown_select_index3] then
rpg_t.dropdown_select_index3 = 1
end
mana_frame.add({type = 'label', caption = {'rpg_settings.spell_gui_setup'}, tooltip = {'rpg_settings.spell_gui_tooltip'}})
local spell_grid = mana_frame.add({type = 'table', column_count = 4, name = 'spell_grid_table'})
spell_gui_input1 = create_input_element(spell_grid, 'dropdown', false, names, rpg_t.dropdown_select_index1)
spell_gui_input1.style.maximal_width = 135
spell_gui_input2 = create_input_element(spell_grid, 'dropdown', false, names, rpg_t.dropdown_select_index2)
spell_gui_input2.style.maximal_width = 135
spell_gui_input3 = create_input_element(spell_grid, 'dropdown', false, names, rpg_t.dropdown_select_index3)
spell_gui_input3.style.maximal_width = 135
spell_grid.add({type = 'sprite-button', name = spell_gui_button_name, sprite = 'item/raw-fish'})
end
if rpg_extra.enable_auto_allocate then
local allocate_frame = inside_table.add({type = 'scroll-pane'})
local allocate_style = allocate_frame.style
allocate_style.vertically_squashable = true
allocate_style.bottom_padding = 5
allocate_style.left_padding = 5
allocate_style.right_padding = 5
allocate_style.top_padding = 5
allocate_frame.add({type = 'line'})
local a_label = allocate_frame.add({type = 'label', caption = ({'rpg_settings.allocation_settings_label'})})
a_label.style.font = 'default-bold'
a_label.style.padding = 0
a_label.style.left_padding = 10
a_label.style.horizontal_align = 'left'
a_label.style.vertical_align = 'bottom'
a_label.style.font_color = {0.55, 0.55, 0.99}
allocate_frame.add({type = 'line'})
local allocate_grid = allocate_frame.add({type = 'table', column_count = 2})
local allocate_label =
allocate_grid.add(
{
type = 'label',
caption = ({'rpg_settings.allocation_label'}),
tooltip = ''
}
)
allocate_label.tooltip = ({'rpg_settings.allocation_tooltip'})
local names = Public.auto_allocate_nodes
local allocate_label_style = allocate_label.style
allocate_label_style.horizontally_stretchable = true
allocate_label_style.height = 35
allocate_label_style.vertical_align = 'center'
local name_input = allocate_grid.add({type = 'flow'})
local name_input_style = name_input.style
name_input_style.height = 35
name_input_style.vertical_align = 'center'
auto_allocate_gui_input = create_input_element(name_input, 'dropdown', false, names, rpg_t.allocate_index)
end
local data = {
reset_gui_input = reset_gui_input,
magic_pickup_gui_input = magic_pickup_gui_input,
movement_speed_gui_input = movement_speed_gui_input
}
if rpg_extra.enable_health_and_mana_bars then
data.health_bar_gui_input = health_bar_gui_input
end
if rpg_extra.enable_mana then
data.conjure_gui_input = conjure_gui_input
data.spell_gui_input1 = spell_gui_input1
data.spell_gui_input2 = spell_gui_input2
data.spell_gui_input3 = spell_gui_input3
data.enable_entity_gui_input = enable_entity_gui_input
end
if rpg_extra.enable_flame_boots then
data.flame_boots_gui_input = flame_boots_gui_input
end
if rpg_extra.enable_explosive_bullets_globally then
data.explosive_bullets_gui_input = explosive_bullets_gui_input
end
if rpg_extra.enable_stone_path then
data.stone_path_gui_input = stone_path_gui_input
end
if rpg_extra.enable_one_punch then
data.one_punch_gui_input = one_punch_gui_input
end
if rpg_extra.enable_auto_allocate then
data.auto_allocate_gui_input = auto_allocate_gui_input
end
local bottom_flow = main_frame.add({type = 'flow', direction = 'horizontal'})
local left_flow = bottom_flow.add({type = 'flow'})
left_flow.style.horizontal_align = 'left'
left_flow.style.horizontally_stretchable = true
local close_button = left_flow.add({type = 'button', name = discard_button_name, caption = ({'rpg_settings.discard_changes'})})
close_button.style = 'back_button'
local right_flow = bottom_flow.add({type = 'flow'})
right_flow.style.horizontal_align = 'right'
local save_button = right_flow.add({type = 'button', name = save_button_name, caption = ({'rpg_settings.save_changes'})})
save_button.style = 'confirm_button'
Gui.set_data(save_button, data)
player.opened = main_frame
end