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--Section Generators
local rank = overrideRank
if ( overrideRank == nil ) then
end
if ( not hideRank and rank ~= nil and rank > 0 ) then
else
end
end
if ( nextRankXP == 0 ) then
else
end
end
do
local g_roleIconTable = { }
--Cast Time
if ( channeled ) then
castTimePair : SetStat ( GetString ( SI_ABILITY_TOOLTIP_CHANNEL_TIME_LABEL ) , self : GetStyle ( "statValuePairStat" ) )
castTimePair : SetValue ( ZO_FormatTimeMilliseconds ( channelTime , TIME_FORMAT_STYLE_CHANNEL_TIME , TIME_FORMAT_PRECISION_TENTHS_RELEVANT , TIME_FORMAT_DIRECTION_NONE ) , self : GetStyle ( "statValuePairValue" ) )
else
castTimePair : SetStat ( GetString ( SI_ABILITY_TOOLTIP_CAST_TIME_LABEL ) , self : GetStyle ( "statValuePairStat" ) )
castTimePair : SetValue ( ZO_FormatTimeMilliseconds ( castTime , TIME_FORMAT_STYLE_CAST_TIME , TIME_FORMAT_PRECISION_TENTHS_RELEVANT , TIME_FORMAT_DIRECTION_NONE ) , self : GetStyle ( "statValuePairValue" ) )
end
--Target
if ( targetDescription ) then
targetPair : SetStat ( GetString ( SI_ABILITY_TOOLTIP_TARGET_TYPE_LABEL ) , self : GetStyle ( "statValuePairStat" ) )
end
--Range
if ( maxRangeCM > 0 ) then
if ( minRangeCM == 0 ) then
rangePair : SetValue ( zo_strformat ( SI_ABILITY_TOOLTIP_RANGE , FormatFloatRelevantFraction ( maxRangeCM / 100 ) ) , self : GetStyle ( "statValuePairValue" ) )
else
rangePair : SetValue ( zo_strformat ( SI_ABILITY_TOOLTIP_MIN_TO_MAX_RANGE , FormatFloatRelevantFraction ( minRangeCM / 100 ) , FormatFloatRelevantFraction ( maxRangeCM / 100 ) ) , self : GetStyle ( "statValuePairValue" ) )
end
end
--Radius/Distance
if ( radiusCM > 0 ) then
if ( angleDistanceCM > 0 ) then
radiusDistancePair : SetStat ( GetString ( SI_ABILITY_TOOLTIP_AREA_LABEL ) , self : GetStyle ( "statValuePairStat" ) )
-- Angle distance is the distance to the left and right of the caster, not total distance. So we're multiplying by 2 to accurately reflect that in the UI.
radiusDistancePair : SetValue ( zo_strformat ( SI_ABILITY_TOOLTIP_AOE_DIMENSIONS , FormatFloatRelevantFraction ( radiusCM / 100 ) , FormatFloatRelevantFraction ( angleDistanceCM * 2 / 100 ) ) , self : GetStyle ( "statValuePairValue" ) )
else
radiusDistancePair : SetStat ( GetString ( SI_ABILITY_TOOLTIP_RADIUS_LABEL ) , self : GetStyle ( "statValuePairStat" ) )
radiusDistancePair : SetValue ( zo_strformat ( SI_ABILITY_TOOLTIP_RADIUS , FormatFloatRelevantFraction ( radiusCM / 100 ) ) , self : GetStyle ( "statValuePairValue" ) )
end
end
--Duration
if ( durationMS > 0 ) then
durationPair : SetStat ( GetString ( SI_ABILITY_TOOLTIP_DURATION_LABEL ) , self : GetStyle ( "statValuePairStat" ) )
durationPair : SetValue ( ZO_FormatTimeMilliseconds ( durationMS , TIME_FORMAT_STYLE_DURATION , TIME_FORMAT_PRECISION_TENTHS_RELEVANT , TIME_FORMAT_DIRECTION_NONE ) , self : GetStyle ( "statValuePairValue" ) )
end
--Cost
if ( cost > 0 ) then
costPair : SetStat ( GetString ( SI_ABILITY_TOOLTIP_RESOURCE_COST_LABEL ) , self : GetStyle ( "statValuePairStat" ) )
if ( mechanic == POWERTYPE_MAGICKA ) then
elseif ( mechanic == POWERTYPE_STAMINA ) then
elseif ( mechanic == POWERTYPE_HEALTH ) then
else
end
end
--Roles
if isTankRole then
end
if isHealerRole then
end
if isDamageRole then
end
if ( # g_roleIconTable > 0 ) then
end
end
end
if not pendingChampionPoints then
else
end
if descriptionHeader ~= "" then
--descriptionHeader has already been run through grammar
end
--description has already been run through grammar
end
end
end
if ( numUpgradeReturns > 0 ) then
for i = 1 , numUpgradeReturns , 3 do
upgradeSection : AddLine ( GetString ( SI_ABILITY_TOOLTIP_UPGRADE ) , self : GetStyle ( "abilityUpgrade" ) , self : GetStyle ( "bodyHeader" ) )
upgradeSection : AddLine ( zo_strformat ( SI_ABILITY_TOOLTIP_UPGRADE_FORMAT , label , oldValue , newValue ) , self : GetStyle ( "abilityUpgrade" ) , self : GetStyle ( "bodyDescription" ) )
end
end
end
if ( numNewEffectReturns > 0 ) then
for i = 1 , numNewEffectReturns do
newEffectSection : AddLine ( GetString ( SI_ABILITY_TOOLTIP_NEW_EFFECT ) , self : GetStyle ( "newEffectTitle" ) , self : GetStyle ( "bodyHeader" ) )
newEffectSection : AddLine ( newEffect , self : GetStyle ( "newEffectBody" ) , self : GetStyle ( "bodyDescription" ) )
end
end
end
--Layout Functions
function ZO_Tooltip : LayoutAbility ( abilityId , hideRank , overrideRank , pendingChampionPoints , addNewEffects , headerSection , isSkillAbility )
--Specialized ability tooltips may want to add their own things to the header section. If they do they'll make the header section and pass it in. If they don't pass it in we make
--one for the standard ability header.
if not headerSection then
end
--If this is a morph, add what it morphed from to the header section
local skillType , skillIndex , abilityIndex , morphChoice , rankIndex = GetSpecificSkillAbilityKeysByAbilityId ( abilityId )
if not isSkillAbility and skillType ~= SKILL_TYPE_NONE then
--0 means the base ability. The morphs are 1 and 2.
if morphChoice > 0 then
if progressionName ~= "" then
headerSection : AddLine ( zo_strformat ( SI_ABILITY_TOOLTIP_MORPHS_FROM , progressionName ) , self : GetStyle ( "abilityHeader" ) )
end
end
end
self : LayoutHeaderlessAbility ( abilityId , hideRank , overrideRank , pendingChampionPoints , addNewEffects )
end
end
function ZO_Tooltip : LayoutHeaderlessAbility ( abilityId , hideRank , overrideRank , pendingChampionPoints , addNewEffects )
local hasProgression , progressionIndex , lastRankXP , nextRankXP , currentXP , atMorph = GetAbilityProgressionXPInfoFromAbilityId ( abilityId )
if hasProgression then
end
end
if addNewEffects then
end
end
end
function ZO_Tooltip : LayoutSkillLineAbility ( skillType , skillLineIndex , abilityIndex , showNextUpgrade , hideRank , overrideRank , showPurchaseInfo , abilityId , hidePointsAndAdvisedInfo )
if not abilityId then
local DONT_GET_NEXT_UPGRADE = false
end
local headerSection
if showPurchaseInfo then
--Purchase Information
local hasProgression , progressionIndex , lastRankXP , nextRankXP , currentXP , atMorph = GetAbilityProgressionXPInfoFromAbilityId ( abilityId )
local name , icon , earnedRank , passive , ultimate , purchased , progressionIndex = GetSkillAbilityInfo ( skillType , skillLineIndex , abilityIndex )
if not hidePointsAndAdvisedInfo and purchased and hasProgression and atMorph then
headerSection : AddLine ( GetString ( SI_ABILITY_AT_MORPH_POINT ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
else
headerSection : AddLine ( GetString ( SI_ABILITY_AT_MORPH_POINT ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
end
elseif not purchased then
if ( skillLineRank < earnedRank ) then
headerSection : AddLine ( zo_strformat ( SI_ABILITY_UNLOCKED_AT , skillLineName , earnedRank ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
elseif not hidePointsAndAdvisedInfo then
headerSection : AddLine ( GetString ( SI_ABILITY_PURCHASE ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
else
headerSection : AddLine ( GetString ( SI_ABILITY_PURCHASE ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
end
end
elseif passive then
local currentUpgradeLevel , maxUpgradeLevel = GetSkillAbilityUpgradeInfo ( skillType , skillLineIndex , abilityIndex )
if ( currentUpgradeLevel and maxUpgradeLevel and currentUpgradeLevel < maxUpgradeLevel ) then
local _ , _ , nextUpgradeEarnedRank = GetSkillAbilityNextUpgradeInfo ( skillType , skillLineIndex , abilityIndex )
if ( skillLineRank < nextUpgradeEarnedRank ) then
headerSection : AddLine ( zo_strformat ( SI_SKILL_ABILITY_TOOLTIP_UPGRADE_UNLOCK_INFO , skillLineName , nextUpgradeEarnedRank ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
elseif not hidePointsAndAdvisedInfo then
headerSection : AddLine ( GetString ( SI_ABILITY_UPGRADE ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
else
headerSection : AddLine ( GetString ( SI_ABILITY_UPGRADE ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
end
end
end
end
-- Show Skill Advisor info
if not hidePointsAndAdvisedInfo then
local NO_MORPH = 0
if ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , NO_MORPH ) then
if morph > 0 then
local morphIndexInSelectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , morph )
local morphSiblingInSelectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON : IsSiblingMorphInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , morph )
if morphIndexInSelectedSkillBuild ~= morphSiblingInSelectedSkillBuild then
if not ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , morph ) then
headerSection : AddLine ( GetString ( SI_ABILITY_TOOLTIP_NOT_ADVISED_SUGGESTION ) , self : GetStyle ( "bodyHeader" ) , self : GetStyle ( "abilityHeader" ) )
end
end
else
headerSection : AddLine ( GetString ( SI_SKILLS_ADVISOR_GAMEPAD_ADVISED_SKILL ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
end
end
end
end
--For gamepad skills tips, when you ask for showNextUpgrade we show you the regular one with the description of the new one in green
--This mostly affects passive abilities since active ones have morphs with their own style tooltip.
local upgradeAbilityId = showNextUpgrade and GetSkillAbilityId ( skillType , skillLineIndex , abilityIndex , true )
if showPurchaseInfo and upgradeAbilityId then
newEffectSection : AddLine ( GetString ( SI_ABILITY_TOOLTIP_NEXT_RANK ) , self : GetStyle ( "newEffectTitle" ) , self : GetStyle ( "bodyHeader" ) )
newEffectSection : AddLine ( description , self : GetStyle ( "newEffectBody" ) , self : GetStyle ( "bodyDescription" ) )
end
end
function ZO_Tooltip : LayoutAbilityMorph ( progressionIndex , morphIndex , skillType , skillLineIndex , abilityIndex )
local RANK = 1
local headerSection
-- Show Skill Advisor info
local NO_MORPH = 0
if ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , NO_MORPH ) then
if morphIndex > 0 then
local morphIndexInSelectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON : IsAbilityInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , morphIndex )
local morphSiblingInSelectedSkillBuild = ZO_SKILLS_ADVISOR_SINGLETON : IsSiblingMorphInSelectedSkillBuild ( skillType , skillLineIndex , abilityIndex , morphIndex )
if morphIndexInSelectedSkillBuild ~= morphSiblingInSelectedSkillBuild then
if morphIndexInSelectedSkillBuild then
headerSection : AddLine ( GetString ( SI_ABILITY_TOOLTIP_ADVISED ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
else
headerSection : AddLine ( GetString ( SI_ABILITY_TOOLTIP_NOT_ADVISED ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
end
elseif morphIndexInSelectedSkillBuild then
headerSection : AddLine ( GetString ( SI_SKILLS_ADVISOR_GAMEPAD_ADVISED_SKILL ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
end
else
headerSection : AddLine ( GetString ( SI_SKILLS_ADVISOR_GAMEPAD_ADVISED_SKILL ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
end
end
local ADD_NEW_EFFECTS = true
local HIDE_RANK = nil
local CHAMPION_POINTS = nil
local IS_SKILL_ABILITY = true
self : LayoutAbility ( abilityId , HIDE_RANK , RANK , CHAMPION_POINTS , ADD_NEW_EFFECTS , headerSection , IS_SKILL_ABILITY )
end
if slotType == ACTION_TYPE_ABILITY then
end
end
local HIDE_RANK = true
local OVERRIDE_RANK = nil
if unlockLevel ~= nil then
local unlockText
local textColor
unlockText = SI_CHAMPION_TOOLTIP_LOCKED
else
unlockText = SI_CHAMPION_TOOLTIP_UNLOCKED
end
unlockSection : AddLine ( zo_strformat ( unlockText , GetChampionDisciplineName ( disciplineIndex ) , unlockLevel ) , self : GetStyle ( "bodyDescription" ) , textColor )
else
--if it's possible to spend more points on this skill (we haven't hit cap)
if GetNumPointsSpentOnChampionSkill ( disciplineIndex , skillIndex ) + pendingPoints < GetMaxPossiblePointsInChampionSkill ( ) then
if nextPointDescription ~= "" then
upgradeSection : AddLine ( GetString ( SI_CHAMPION_TOOLTIP_NEXT_POINT ) , self : GetStyle ( "abilityUpgrade" ) , self : GetStyle ( "bodyHeader" ) )
--nextPointDescription has already been run through grammar
upgradeSection : AddLine ( nextPointDescription , self : GetStyle ( "abilityUpgrade" ) , self : GetStyle ( "bodyDescription" ) )
end
pointCostSection : AddLine ( zo_strformat ( SI_CHAMPION_TOOLTIP_UPGRADE , iconPath ) , self : GetStyle ( "bodyDescription" ) , self : GetStyle ( "succeeded" ) )
else
pointCostSection : AddLine ( zo_strformat ( SI_CHAMPION_TOOLTIP_REACHED_MAX_SPEND_LIMIT , GetMaxSpendableChampionPointsInAttribute ( ) , iconPath , attributeName ) , self : GetStyle ( "bodyDescription" ) , self : GetStyle ( "failed" ) )
end
else
pointCostSection : AddLine ( zo_strformat ( SI_CHAMPION_TOOLTIP_POINTS_REQUIRED , iconPath ) , self : GetStyle ( "bodyDescription" ) , self : GetStyle ( "failed" ) )
end
end
end
end
do
local ATTRIBUTE_DESCRIPTIONS =
{
[ ATTRIBUTE_HEALTH ] = SI_ATTRIBUTE_TOOLTIP_HEALTH ,
[ ATTRIBUTE_MAGICKA ] = SI_ATTRIBUTE_TOOLTIP_MAGICKA ,
[ ATTRIBUTE_STAMINA ] = SI_ATTRIBUTE_TOOLTIP_STAMINA ,
}
-- We don't show any attribute stat increases while in battle leveled zones because
-- it doesn't make any sense based on how battle leveling now works
local statType = STAT_TYPES [ attributeType ]
attributePair : SetStat ( zo_strformat ( SI_STAT_NAME_FORMAT , GetString ( "SI_DERIVEDSTATS" , statType ) ) , self : GetStyle ( "statValuePairStat" ) )
if pendingBonus > 0 then
upgradePair : SetStat ( zo_strformat ( SI_GAMEPAD_LEVELUP_PENDING_BONUS_LABEL , GetString ( "SI_ATTRIBUTES" , attributeType ) ) , self : GetStyle ( "statValuePairStat" ) )
upgradePair : SetValue ( zo_strformat ( SI_STAT_PENDING_BONUS_FORMAT , pendingBonus ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "statValuePairValue" ) )
end
end
descriptionSection : AddLine ( GetString ( ATTRIBUTE_DESCRIPTIONS [ attributeType ] ) , self : GetStyle ( "bodyDescription" ) )
end
end |