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local SKILL_SUGGESTION_DATA_TYPE = 1
local SKILL_SUGGESTION_LABEL_TYPE = 2
local SKILL_SUGGESTION_TEXT_TYPE = 3
return manager
end
ZO_ScrollList_AddDataType ( self . skillSuggestionListControl , SKILL_SUGGESTION_DATA_TYPE , "ZO_SkillsAdvisorSuggestedAbility" , 70 , function ( control , data ) self : SetupAbilityEntry ( control , data ) end )
ZO_ScrollList_AddDataType ( self . skillSuggestionListControl , SKILL_SUGGESTION_LABEL_TYPE , "ZO_SkillsAdvisorSuggestedLabel" , 30 , function ( control , data ) self : SetupHeadingLabel ( control , data ) end )
ZO_ScrollList_AddDataType ( self . skillSuggestionListControl , SKILL_SUGGESTION_TEXT_TYPE , "ZO_SkillsAdvisorSuggestedText" , 70 , function ( control , data ) self : SetupHeadingLabel ( control , data ) end )
end
end
SKILLS_WINDOW : RegisterCallback ( "OnReadyToHandleClickAction" , function ( ) self : OnReadyToHandleClickAction ( ) end )
if newState == SCENE_FRAGMENT_SHOWING then
end
end )
end
end
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( SKILL_SUGGESTION_LABEL_TYPE , { text = GetString ( SI_SKILLS_ADVISOR_ADVISED_TITLE ) } ) )
if # availableAbilityList > 0 then
end
else
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( SKILL_SUGGESTION_TEXT_TYPE , { text = GetString ( SI_SKILLS_ADVISOR_NO_ADVISED_ABILITIES_DESCRIPTION ) } ) )
end
if # purchasedAbilityList > 0 then
table . insert ( scrollData , ZO_ScrollList_CreateDataEntry ( SKILL_SUGGESTION_LABEL_TYPE , { text = GetString ( SI_SKILLS_ADVISOR_PURCHASED_TITLE ) } ) )
end
end
end
end
local IS_DISPLAY_VIEW = true
end
if control and control . ability and not ZO_SKILLS_ADVISOR_SINGLETON : IsPassiveRankPurchased ( control ) then
local skillType = ability . skillType
local skillLineIndex = ability . lineIndex
local abilityIndex = ability . index
local purchaseAvailable = ZO_SKILLS_ADVISOR_SINGLETON : IsPurchaseable ( skillType , skillLineIndex , abilityIndex ) == ZO_SKILLS_ABILITY_PURCHASEABLE
local morphAvailable = ZO_SKILLS_ADVISOR_SINGLETON : IsMorphAvailable ( skillType , skillLineIndex , abilityIndex , ability . skillBuildMorphChoice ) == ZO_SKILLS_ABILITY_MORPH_AVAILABLE
local upgradeAvailable = ZO_SKILLS_ADVISOR_SINGLETON : IsUpgradeAvailable ( skillType , skillLineIndex , abilityIndex , ability . skillBuildRankIndex ) == ZO_SKILLS_ABILITY_UPGRADE_AVAILABLE
if availablePoints > 0 then
if purchaseAvailable then
elseif morphAvailable then
elseif upgradeAvailable then
end
end
end
end
SkillTooltip : SetSkillLineAbilityId ( data . abilityId , data . skillType , data . lineIndex , data . abilityIndex , data . skillBuildMorphChoice )
end
end
end |