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local SKILL_TYPE_TO_ICONS =
{
[ SKILL_TYPE_CLASS ] =
{
"EsoUI/Art/Progression/progression_indexIcon_class_down.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_class_up.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_class_over.dds" ,
"EsoUI/Art/Progression/skills_announce_class.dds" ,
} ,
[ SKILL_TYPE_WEAPON ] =
{
"EsoUI/Art/Progression/progression_indexIcon_weapons_down.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_weapons_up.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_weapons_over.dds" ,
"EsoUI/Art/Progression/skills_announce_weapons.dds" ,
} ,
[ SKILL_TYPE_ARMOR ] =
{
"EsoUI/Art/Progression/progression_indexIcon_armor_down.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_armor_up.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_armor_over.dds" ,
"EsoUI/Art/Progression/skills_announce_armor.dds" ,
} ,
[ SKILL_TYPE_WORLD ] =
{
"EsoUI/Art/Progression/progression_indexIcon_world_down.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_world_up.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_world_over.dds" ,
"EsoUI/Art/Progression/skills_announce_world.dds" ,
} ,
[ SKILL_TYPE_GUILD ] =
{
"EsoUI/Art/Progression/progression_indexIcon_guilds_down.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_guilds_up.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_guilds_over.dds" ,
"EsoUI/Art/Progression/skills_announce_guilds.dds" ,
} ,
[ SKILL_TYPE_AVA ] =
{
"EsoUI/Art/Progression/progression_indexIcon_AVA_down.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_AVA_up.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_AVA_over.dds" ,
"EsoUI/Art/Progression/skills_announce_ava.dds" ,
} ,
[ SKILL_TYPE_RACIAL ] =
{
"EsoUI/Art/Progression/progression_indexIcon_race_down.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_race_up.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_race_over.dds" ,
"EsoUI/Art/Progression/skills_announce_race.dds" ,
} ,
[ SKILL_TYPE_TRADESKILL ] =
{
"EsoUI/Art/Progression/progression_indexIcon_tradeskills_down.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_tradeskills_up.dds" ,
"EsoUI/Art/Progression/progression_indexIcon_tradeskills_over.dds" ,
"EsoUI/Art/Progression/skills_announce_tradeskills.dds" ,
} ,
}
if SKILL_TYPE_TO_ICONS [ skillType ] then
end
end
end
local maxed = ( nextRankXP == 0 )
if maxed then
else
end
end
ZO_SKILLS_MORPH_STATE = 1
ZO_SKILLS_PURCHASE_STATE = 2
ZO_SKILLS_NOT_ADVISED_MORPH_STATE = 3
ZO_SKILL_ABILITY_DISPLAY_INTERACTIVE = 1
ZO_SKILL_ABILITY_DISPLAY_VIEW = 2
ZO_SKILLS_KEYBOARD = 1
ZO_SKILLS_GAMEPAD = 2
ZO_SKILL_ABILITY_ALERT_ICON_NONE = 0
ZO_SKILL_ABILITY_ALERT_ICON_ADD = 1
ZO_SKILL_ABILITY_ALERT_ICON_MORPH = 2
ZO_SKILL_ABILITY_ALERT_ICON_BAD_MORPH = 3
end
end
function ZO_Skills_GenerateAbilityName ( stringIndex , name , currentUpgradeLevel , maxUpgradeLevel , progressionIndex )
if currentUpgradeLevel and maxUpgradeLevel then
elseif progressionIndex then
if rank > 0 then
end
end
end
end
local PUT_POINT_IN_NEXT_UPGRADE = true
end
end
local xpBar = skillInfoHeaderControl . xpBar
local rank = skillInfoHeaderControl . rank
local glowContainer = skillInfoHeaderControl . glowContainer
skillInfoHeaderControl . increaseAnimation = skillInfoHeaderControl . increaseAnimation or ANIMATION_MANAGER : CreateTimelineFromVirtual ( "SkillIncreasedBarAnimation" , glowContainer )
local hadUpdateWhileCrafting = false
if eventCode == nil or ( skillTypeUpdated == skillType and skillIndexUpdated == skillIndex ) then
hadUpdateWhileCrafting = true
else
local lastRank = rank . lineRank
rank . lineRank = lineRank
if eventCode or hadUpdateWhileCrafting then
if lineRank > lastRank then
local messageParams = CENTER_SCREEN_ANNOUNCE : CreateMessageParams ( CSA_CATEGORY_LARGE_TEXT , SOUNDS . SKILL_LINE_LEVELED_UP )
end
end
ZO_SkillInfoXPBar_SetValue ( xpBar , lineRank , lastXP , nextXP , currentXP , eventCode == nil and not hadUpdateWhileCrafting )
end
end
end
end
if hadUpdateWhileCrafting then
hadUpdateWhileCrafting = false
end
end
CALLBACK_MANAGER : RegisterCallback ( "CraftingAnimationsStopped" , skillInfoHeaderControl . craftingAnimationsStoppedCallback )
end
control . xpBar = ZO_WrappingStatusBar : New ( GetControl ( control , "XPBar" ) , ZO_SkillInfoXPBar_OnLevelChanged )
end
CALLBACK_MANAGER : UnregisterCallback ( "CraftingAnimationsStopped" , skillInfoHeaderControl . craftingAnimationsStoppedCallback )
end
end
end
end
do
local GAMPAD_ALERT_TEXTURES =
{
[ ZO_SKILLS_MORPH_STATE ] = { normal = "EsoUI/Art/Progression/Gamepad/gp_morph.dds" , mouseDown = "EsoUI/Art/Progression/Gamepad/gp_morph.dds" , mouseover = "EsoUI/Art/Progression/Gamepad/gp_morph.dds" } ,
[ ZO_SKILLS_PURCHASE_STATE ] = { normal = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" , mouseDown = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" , mouseover = "EsoUI/Art/Progression/Gamepad/gp_purchase.dds" } ,
[ ZO_SKILLS_NOT_ADVISED_MORPH_STATE ] = { normal = "EsoUI/Art/SkillsAdvisor/gamepad/gp_bad_morph.dds" }
}
local KEYBOARD_ALERT_TEXTURES =
{
[ ZO_SKILLS_MORPH_STATE ] = { normal = "EsoUI/Art/Progression/morph_up.dds" , mouseDown = "EsoUI/Art/Progression/morph_down.dds" , mouseover = "EsoUI/Art/Progression/morph_over.dds" } ,
[ ZO_SKILLS_PURCHASE_STATE ] = { normal = "EsoUI/Art/Progression/addPoints_up.dds" , mouseDown = "EsoUI/Art/Progression/addPoints_down.dds" , mouseover = "EsoUI/Art/Progression/addPoints_over.dds" } ,
[ ZO_SKILLS_NOT_ADVISED_MORPH_STATE ] = { normal = "EsoUI/Art/SkillsAdvisor/indicator_badMorph_64.dds" }
}
function ZO_Skills_SetUpAbilityEntry ( skillType , skillLineIndex , abilityIndex , skillBuildMorphChoice , skillBuildRankIndex , iconControl , labelControl , alertControl , lockControl , morphControl , displayView , platform )
local ALERT_TEXTURES = platform == ZO_SKILLS_GAMEPAD and GAMPAD_ALERT_TEXTURES or KEYBOARD_ALERT_TEXTURES
local name , _ , earnedRank , _ , _ , purchased , progressionIndex = GetSkillAbilityInfo ( skillType , skillLineIndex , abilityIndex )
local morph = nil
if progressionIndex then
end
if lockControl then
local isLocked
if displayView == ZO_SKILL_ABILITY_DISPLAY_VIEW then
isLocked = ZO_SKILLS_ADVISOR_SINGLETON : IsSpecificSkillAbilityLocked ( skillType , skillLineIndex , abilityIndex , skillBuildMorphChoice , skillBuildRankIndex , displayView )
else
isLocked = ZO_SKILLS_ADVISOR_SINGLETON : IsCurrentSkillAbilityLocked ( skillType , skillLineIndex , abilityIndex )
end
end
if alertControl then
end
if displayView == ZO_SKILL_ABILITY_DISPLAY_VIEW then
-- Display view is used in Skills Advisor and is a view where the ability cannot be edited.
local currentMorphControl = morphControl or alertControl
if currentMorphControl then
end
currentMorphControl : SetHidden ( not ZO_SKILLS_ADVISOR_SINGLETON : IsSpecificSkillAbilityMorph ( skillType , skillLineIndex , abilityIndex , skillBuildMorphChoice ) )
end
else
if platform == ZO_SKILLS_KEYBOARD then
if purchased then
else
if lineRank >= earnedRank then
else
end
end
end
local purchaseAvailable = ZO_SKILLS_ADVISOR_SINGLETON : IsPurchaseable ( skillType , skillLineIndex , abilityIndex ) == ZO_SKILLS_ABILITY_PURCHASEABLE
local morphAvailable = ZO_SKILLS_ADVISOR_SINGLETON : IsMorphAvailable ( skillType , skillLineIndex , abilityIndex , skillBuildMorphChoice ) == ZO_SKILLS_ABILITY_MORPH_AVAILABLE
local upgradeAvailable = ZO_SKILLS_ADVISOR_SINGLETON : IsUpgradeAvailable ( skillType , skillLineIndex , abilityIndex , skillBuildRankIndex ) == ZO_SKILLS_ABILITY_UPGRADE_AVAILABLE
if availablePoints > 0 and ( purchaseAvailable or morphAvailable or upgradeAvailable ) then
if purchaseAvailable then
alertControl . iconStatus = ZO_SKILL_ABILITY_ALERT_ICON_ADD
elseif morphAvailable then
alertControl . iconStatus = ZO_SKILL_ABILITY_ALERT_ICON_MORPH
elseif upgradeAvailable then
alertControl . iconStatus = ZO_SKILL_ABILITY_ALERT_ICON_ADD
end
else
local NO_MORPH = 0
alertControl . iconStatus = ZO_SKILL_ABILITY_ALERT_ICON_NONE
if ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , NO_MORPH ) then
if morph and morph > 0 then
local morphInSelectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , morph )
local morphSiblingInSelectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON : IsSiblingMorphInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , morph )
if not morphInSelectedSkillBuild and morphSiblingInSelectedSkillBuild then
alertControl . iconStatus = ZO_SKILL_ABILITY_ALERT_ICON_BAD_MORPH
end
end
end
end
end
end
end
end
if ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( button . skillType , button . lineIndex , button . index , button . skillBuildMorphChoice , button . skillBuildRankIndex ) then
if passive then
else
end
if passive then
advisedBorder : SetTexture ( "EsoUI/Art/SkillsAdvisor/circle_passiveAbilityFrame_doubleframeCorners.dds" )
else
end
else
if passive then
else
end
if advisedBorder then
end
end
end
local dialogControl = ZO_SkillsMorphDialog
dialogControl . morphAbility1 . selectedCallout = GetControl ( dialogControl . morphAbility1 , "SelectedCallout" )
dialogControl . morphAbility1 . morph = 1
--Hardcoded to one because we don't know how much xp the morph has until we own it
dialogControl . morphAbility1 . rank = 1
dialogControl . morphAbility1 . advised = false
dialogControl . morphAbility2 . selectedCallout = GetControl ( dialogControl . morphAbility2 , "SelectedCallout" )
dialogControl . morphAbility2 . morph = 2
--Hardcoded to one because we don't know how much xp the morph has until we own it
dialogControl . morphAbility2 . rank = 1
dialogControl . morphAbility2 . advised = false
if abilityControl . ability . atMorph then
local ability = abilityControl . ability
local slot = abilityControl . ability . slot
local icon = slot . iconFile
-- The dialog was shown from the skill advisor list which has what we morph to. This dialog needs the unmorphed version.
if ability . skillBuildMorphChoice and ability . skillBuildMorphChoice > 0 then
local UNMORPHED = 0
local abilityId = GetSpecificSkillAbilityInfo ( abilityControl . skillType , abilityControl . lineIndex , abilityControl . index , UNMORPHED )
end
local baseAbility = dialog . baseAbility
baseAbility . skillType = abilityControl . skillType
baseAbility . lineIndex = abilityControl . lineIndex
baseAbility . index = abilityControl . index
local morphAbility1 = dialog . morphAbility1
local _ , morph1Icon = GetAbilityProgressionAbilityInfo ( ability . progressionIndex , morphAbility1 . morph , morphAbility1 . rank )
morphAbility1 . progressionIndex = ability . progressionIndex
morphAbility1 . skillType = baseAbility . skillType
morphAbility1 . lineIndex = baseAbility . lineIndex
morphAbility1 . index = baseAbility . index
morphAbility1 . skillBuildMorphChoice = 1
morphAbility1 . showAdvice = true
morphAbility1 . advised = ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( morphAbility1 . skillType , morphAbility1 . lineIndex , morphAbility1 . index , morphAbility1 . skillBuildMorphChoice )
local morphAbility2 = dialog . morphAbility2
local _ , morph2Icon = GetAbilityProgressionAbilityInfo ( ability . progressionIndex , morphAbility2 . morph , morphAbility2 . rank )
morphAbility2 . progressionIndex = ability . progressionIndex
morphAbility2 . skillType = baseAbility . skillType
morphAbility2 . lineIndex = baseAbility . lineIndex
morphAbility2 . index = baseAbility . index
morphAbility2 . skillBuildMorphChoice = 2
morphAbility2 . showAdvice = true
morphAbility2 . advised = ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( morphAbility2 . skillType , morphAbility2 . lineIndex , morphAbility2 . index , morphAbility2 . skillBuildMorphChoice )
if morphAbility1 . advised and not morphAbility2 . advised then
elseif morphAbility2 . advised and not morphAbility1 . advised then
else
morphAbility1 . showAdvice = false
morphAbility2 . showAdvice = false
end
dialog . chosenMorphProgressionIndex = nil
dialog . chosenMorph = nil
end
end
{
title =
{
} ,
buttons =
{
[ 1 ] =
{
if dialog . chosenMorphProgressionIndex and dialog . chosenMorph then
end
end ,
} ,
[ 2 ] =
{
}
}
} )
end
local confirmDialogControl = ZO_SkillsConfirmDialog
local ability = abilityControl . ability
local slot = abilityControl . ability . slot
local dialogAbility = dialog . ability
--Active abilities don't care about rank index for skill builds. Passives do.
dialogAbility . skillBuildRankIndex = 1
if ability . passive then
local _ , _ , skillUnlockedAtSkillLineRank = GetSkillAbilityNextUpgradeInfo ( abilityControl . skillType , abilityControl . lineIndex , abilityControl . index )
--skillUnlockedAtSkillLineRank will only be filled out if we own the ability. If we don't own it we stick with rank index 1.
if skillUnlockedAtSkillLineRank then
dialogAbility . skillBuildRankIndex = GetUpgradeSkillHighestRankIndexAvailableAtSkillLineRank ( abilityControl . skillType , abilityControl . lineIndex , abilityControl . index , skillUnlockedAtSkillLineRank )
end
end
dialogAbility . skillType = abilityControl . skillType
dialogAbility . lineIndex = abilityControl . lineIndex
dialogAbility . index = abilityControl . index
dialog . chosenSkillType = abilityControl . skillType
dialog . chosenLineIndex = abilityControl . lineIndex
dialog . chosenAbilityIndex = abilityControl . index
if ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( abilityControl . skillType , abilityControl . lineIndex , abilityControl . index ) then
else
end
end
end
{
title =
{
} ,
buttons =
{
[ 1 ] =
{
if dialog . chosenSkillType and dialog . chosenLineIndex and dialog . chosenAbilityIndex then
ZO_Skills_PurchaseAbility ( dialog . chosenSkillType , dialog . chosenLineIndex , dialog . chosenAbilityIndex )
end
end ,
} ,
[ 2 ] =
{
}
}
} )
end
upgradeDialogControl . upgradeAbility . icon = upgradeDialogControl . upgradeAbility : GetNamedChild ( "Icon" )
--Only passives upgrade
local ability = abilityControl . ability
local slot = abilityControl . ability . slot
local baseAbility = dialog . baseAbility
local upgradeAbility = dialog . upgradeAbility
baseAbility . skillType = abilityControl . skillType
baseAbility . lineIndex = abilityControl . lineIndex
baseAbility . index = abilityControl . index
local _ , upgradeIcon , skillUnlockedAtSkillLineRank = GetSkillAbilityNextUpgradeInfo ( abilityControl . skillType , abilityControl . lineIndex , abilityControl . index )
--skillUnlockedAtSkillLineRank will only be filled out if we own the ability. If we don't own it we stick with rank index 1.
if skillUnlockedAtSkillLineRank then
upgradeAbility . skillBuildRankIndex = GetUpgradeSkillHighestRankIndexAvailableAtSkillLineRank ( abilityControl . skillType , abilityControl . lineIndex , abilityControl . index , skillUnlockedAtSkillLineRank )
else
upgradeAbility . skillBuildRankIndex = 1
end
upgradeAbility . skillType = abilityControl . skillType
upgradeAbility . lineIndex = abilityControl . lineIndex
upgradeAbility . index = abilityControl . index
dialog . chosenSkillType = abilityControl . skillType
dialog . chosenLineIndex = abilityControl . lineIndex
dialog . chosenAbilityIndex = abilityControl . index
if ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( upgradeAbility . skillType , upgradeAbility . lineIndex , upgradeAbility . index ) then
else
end
end
end
{
title =
{
} ,
buttons =
{
[ 1 ] =
{
if dialog . chosenSkillType and dialog . chosenLineIndex and dialog . chosenAbilityIndex then
end
end ,
} ,
[ 2 ] =
{
}
}
} )
end |