;~ =============================================================================== ;~ Confirm Project completion: CompleteProject: Selection := LV_GetNext("","F") LV_GetText(SelectedProjectID, Selection, 1) LV_GetText(ProjectCompletionState, Selection, 2) If (SelectedProjectID == "ID" || ProjectCompletionState = "Done") { return } else { GuiMsgBox("CompleteProject", "Complete Project", "Done with project?") return CompleteProjectYes: Gui, CompleteProject:Submit, NoHide GuiChildClose("CompleteProject") CompleteProject(SelectedProjectID) MomentumPrev := ProfileGet("momentum") if (MomentumPrev < 100) { Anim := 100 - MomentumPrev Loop % Anim { GuiControl, HUD_Momentum:, HUD_MomentumBar, % MomentumPrev + A_Index GuiControl, HUD_Momentum:, HUD_MomentumPerc, % MomentumPrev + A_Index . "%" Sleep 10 } ProfileSet("momentum", 100) Notification(Uppercase("Momentum Restored"), "Your MMT is back to 100%") } gosub FilterUpdate RefreshSkillsList(FilterSkillSelected) return CompleteProjectNo: CompleteProjectGuiClose: CompleteProjectGuiEscape: GuiChildClose("CompleteProject") return } return CompleteProject(SelectedProjectID) { global db, Difficulties, Awards ; Get the difficulty to know how many points to award and the skill to show in notification CompletedProject := db.OpenRecordSet("SELECT * FROM projects WHERE id = " SelectedProjectID) while (!CompletedProject.EOF) { DifficultyToAward := CompletedProject["difficulty"] SkillToIncrease := CompletedProject["skill"] CompletedProject.MoveNext() } CompletedProject.Close() ; Mark project as done: db.Query("UPDATE projects SET difficulty = 'Done', importance = '', dateDone = " . A_Now . ", levelDone = " . LevelGet() . " WHERE id = " SelectedProjectID) ; Get the level count for the skill if the project has one: if (SkillToIncrease) { Table := db.Query("SELECT COUNT(skill) FROM projects WHERE skill = '" . SkillToIncrease . "' AND difficulty = 'Done'") columnCount := table.Columns.Count() for each, row in table.Rows { Loop, % columnCount SkillLevel := row[A_index] } } ; Get the amount of points to award for the chosen level for Num, Difficulty in Difficulties { if (DifficultyToAward = Difficulty) for Key, Award in Awards { if (Num = Key) AwardGiven := Award } } UpdateProgress(DifficultyToAward . " Achievement", AwardGiven) if (SkillToIncrease) Notification("SKILL INCREASED", SkillToIncrease . " increased to " . SkillLevel) }