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ZO_BUFF_DEBUFF_LONG_EFFECT_DURATION_SECONDS = 60
local BLINK_THRESHOLD_S = 2
return IsInGamepadPreferredMode ( ) and "EsoUI/Art/ActionBar/Gamepad/gp_abilityFrame_buff.dds" or "EsoUI/Art/ActionBar/abilityFrame_buff.dds"
end
return IsInGamepadPreferredMode ( ) and "EsoUI/Art/ActionBar/Gamepad/gp_abilityFrame_debuff.dds" or "EsoUI/Art/ActionBar/abilityFrame_debuff.dds"
end
---------------
--Base Object--
---------------
return object
end
end
end
end
local function IsVisible ( containerObject , effectType , timeStarted , timeEnding , permanent , castByPlayer )
local effectTypeSetting = ( effectType == BUFF_EFFECT_TYPE_BUFF ) and BUFFS_SETTING_BUFFS_ENABLED or BUFFS_SETTING_DEBUFFS_ENABLED
if effectType == BUFF_EFFECT_TYPE_BUFF then
elseif effectType == BUFF_EFFECT_TYPE_DEBUFF and not castByPlayer then
visible = visible and containerObject : GetVisibilitySetting ( BUFFS_SETTING_DEBUFFS_ENABLED_FOR_TARGET_FROM_OTHERS )
end
end
if permanent then
else
local duration = timeEnding - timeStarted
if duration >= ZO_BUFF_DEBUFF_LONG_EFFECT_DURATION_SECONDS then
end
end
end
end
local uid = 1
if unitTag == "player" then
--Artificial effects--
local displayName , iconFile , effectType , sortOrder , timeStarted , timeEnding = GetArtificialEffectInfo ( effectId )
local duration = timeEnding - timeStarted
local permanent = duration == 0
{
buffName = displayName ,
timeStarted = timeStarted ,
timeEnding = timeEnding ,
iconFilename = iconFile ,
stackCount = 0 ,
effectType = effectType ,
uid = uid ,
duration = duration ,
permanent = permanent ,
sortOrder = sortOrder ,
effectId = effectId ,
isArtificial = true ,
}
local appropriateTable = ( data . effectType == BUFF_EFFECT_TYPE_BUFF ) and self . sortedBuffs or self . sortedDebuffs
uid = uid + 1
end
end
end
local buffName , timeStarted , timeEnding , buffSlot , stackCount , iconFilename , buffType , effectType , abilityType , statusEffectType , abilityId , _ , castByPlayer = GetUnitBuffInfo ( unitTag , i )
{
buffName = buffName ,
timeStarted = timeStarted ,
timeEnding = timeEnding ,
buffSlot = buffSlot ,
stackCount = stackCount ,
iconFilename = iconFilename ,
buffType = buffType ,
effectType = effectType ,
abilityType = abilityType ,
statusEffectType = statusEffectType ,
abilityId = abilityId ,
uid = uid ,
duration = timeEnding - timeStarted ,
castByPlayer = castByPlayer ,
permanent = permanent ,
isArtificial = false ,
}
local appropriateTable = ( data . effectType == BUFF_EFFECT_TYPE_BUFF ) and self . sortedBuffs or self . sortedDebuffs
uid = uid + 1
end
end
end
end
end
end
local NO_LEADING_EDGE = false
local durationLabel = buffDebuffControl . duration
if showDuration then
if buffDebuffControl . blinkAnimation and timeRemainingS <= BLINK_THRESHOLD_S then
end
end
if buffDebuffControl . showCooldown then
local cooldownControl = buffDebuffControl . cooldown
cooldownControl : StartCooldown ( timeRemainingS * 1000 , data . duration * 1000 , CD_TYPE_RADIAL , CD_TIME_TYPE_TIME_UNTIL , NO_LEADING_EDGE )
end
end
local timeLeftString
if timeRemainingS >= ZO_ONE_MINUTE_IN_SECONDS then
timeLeftString = ZO_FormatTime ( timeRemainingS , TIME_FORMAT_STYLE_SHOW_LARGEST_UNIT , TIME_FORMAT_PRECISION_SECONDS , TIME_FORMAT_DIRECTION_DESCENDING )
elseif timeRemainingS <= 0 then
timeLeftString = 0
else
end
end
end
end
end
end
else
end
else
end
end
--Default function sorts buffs before debuffs, then oldest before newest, then alphabetical
--The uid ensure we don't get hung up on bad buff data (i.e.: duplicates)
if buffData1 . effectType == buffData2 . effectType then
if buffData1 . timeStarted == buffData2 . timeStarted then
if buffData1 . buffName == buffData2 . buffName then
return buffData1 . uid < buffData2 . uid
else
return buffData1 . buffName < buffData2 . buffName
end
else
return buffData1 . timeStarted < buffData2 . timeStarted
end
else
return buffData1 . effectType == BUFF_EFFECT_TYPE_BUFF
end
end
---------------------------
--Center Out Style Object--
---------------------------
--[[This style puts the buffs left-of-center and the debuffs right-of-center,
each starting in the middle and working their way out
Example:
| B5 B4 B3 B2 B1 D1 D2 __ __ __ |]] --
end
end
end
end
if buffData1 . effectType == buffData2 . effectType then
if buffData1 . effectType == BUFF_EFFECT_TYPE_BUFF then
if buffData1 . timeStarted == buffData2 . timeStarted then
return buffData1 . buffName > buffData2 . buffName
else
return buffData1 . timeStarted > buffData2 . timeStarted
end
else
if buffData1 . timeStarted == buffData2 . timeStarted then
return buffData1 . buffName <= buffData2 . buffName
else
return buffData1 . timeStarted < buffData2 . timeStarted
end
end
else
return buffData1 . effectType == BUFF_EFFECT_TYPE_BUFF
end
end
ZO_BUFF_DEBUFF_CENTER_OUT_STYLE = ZO_BuffDebuffCenterOutStyle : New ( "ZO_BuffDebuffCenterOutStyle_Template" )
---------------------------
--Spiral Out Style Object--
---------------------------
--[[This style puts the buffs first, followed by the debuffs, with the entire grouping centered together.
Each section (buff vs debuff) is layed out such that the first one sorted is in the middle of the group
and the subsequent entries alternate to the right and left
Example:
| B5 B3 B1 B2 B4 B6 D3 D1 D2 |]] --
end
end
do
if # sortedTable then
spiraledTable [ indexOneSpiralPosition ] = sortedTable [ 1 ]
for i = 2 , # sortedTable do
local spiralIndex
if i % 2 == 0 then
spiralIndex = i / 2 + indexOneSpiralPosition
else
end
spiraledTable [ spiralIndex ] = sortedTable [ i ]
end
end
end
end
end
end
end
ZO_BUFF_DEBUFF_SPIRAL_OUT_STYLE = ZO_BuffDebuffSpiralOutStyle : New ( "ZO_BuffDebuffAllCenteredStyle_Template" )
---------------------------
--Expires In Style Object--
---------------------------
--[[This style puts both bufffs and debuffsin a single container centered on the units health bar,
each starting in the middle and working their way out, with buffs/debuffs expiring sooner towards the middle
Example:
| B5 B4 B3 B2 B1 D1 D2 |]] --
end
end
end
end
if buffData1 . effectType == buffData2 . effectType then
local buff1Permenant = buffData1 . duration == 0
local buff2Permenant = buffData2 . duration == 0
if buffData1 . effectType == BUFF_EFFECT_TYPE_BUFF then
if buff1Permenant and buff2Permenant then
return buffData1 . buffName > buffData2 . buffName
else
if buff1Permenant then
return true
elseif buff2Permenant then
return false
end
if buffData1 . timeEnding == buffData2 . timeEnding then
return buffData1 . buffName > buffData2 . buffName
else
return buffData1 . timeEnding > buffData2 . timeEnding
end
end
else
if buff1Permenant and buff2Permenant then
return buffData1 . buffName < buffData2 . buffName
else
if buff1Permenant then
return false
elseif buff2Permenant then
return true
end
if buffData1 . timeEnding == buffData2 . timeEnding then
return buffData1 . buffName < buffData2 . buffName
else
return buffData1 . timeEnding < buffData2 . timeEnding
end
end
end
else
return buffData1 . effectType == BUFF_EFFECT_TYPE_BUFF
end
end
ZO_BUFF_DEBUFF_EXPIRES_IN_STYLE = ZO_BuffDebuffExpiresInStyle : New ( "ZO_BuffDebuffAllCenteredStyle_Template" ) |