Back to Home

ESO Lua File v101042

ingame/skills/keyboard/skillscomponents_keyboard.lua

[◄ back to folders ]
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
    -- Verify that the control has skillLineData and is truly visible for systems like Universal Deconstruction that do not show/hide the XP bar.
    if control.skillLineData and control:GetAlpha() > 0 then
        SKILLS_WINDOW:StopSelectedSkillBuildSkillAnimations() -- TODO: Companions, remove direct skills reference
        InitializeTooltip(SkillTooltip, control, TOPLEFT, 15, 5, BOTTOMLEFT)
        SkillTooltip:SetSkillLineById(control.skillLineData:GetId())
    end
end
    ClearTooltip(SkillTooltip)
end
function ZO_SkillLineInfo_Keyboard_Refresh(skillLineInfo, skillLineData, forceInit)
    local lastRankXP, nextRankXP, currentRankXP = skillLineData:GetRankXPValues()
    skillLineInfo.name:SetText(skillLineData:GetFormattedName())
    local skillInfoXPBar = skillLineInfo.xpBar
    local skillInfoXPBarControl = skillInfoXPBar:GetControl()
    local dontWrap = skillInfoXPBarControl.skillLineData ~= skillLineData or forceInit
    skillInfoXPBarControl.skillLineData = skillLineData
    if skillLineData:IsAvailable() then
        ZO_SkillInfoXPBar_SetValue(skillInfoXPBar, skillLineData:GetCurrentRank(), lastRankXP, nextRankXP, currentRankXP, dontWrap)
    elseif skillLineData:IsAdvised() then
        local RANK_NOT_SHOWN = 1
        local CURRENT_XP_NOT_SHOWN = 0
        ZO_SkillInfoXPBar_SetValue(skillInfoXPBar, RANK_NOT_SHOWN, lastRankXP, nextRankXP, CURRENT_XP_NOT_SHOWN, dontWrap)
    end
    if SkillTooltip:GetOwner() == skillInfoXPBarControl then
        ZO_SkillInfoXPBar_OnMouseEnter(skillInfoXPBarControl)
    end
end
    local advisedBorder = button:GetNamedChild("AdvisedBorder")
    local skillProgressionData = button.skillProgressionData
    local isPassive = skillProgressionData:IsPassive()
    if ZO_SKILLS_ADVISOR_SINGLETON:IsSkillProgressionDataInSelectedBuild(skillProgressionData) then
        if isPassive then
            button:SetNormalTexture("EsoUI/Art/SkillsAdvisor/circle_passiveAbilityFrame_doubleframe.dds")
            button:SetPressedTexture("EsoUI/Art/SkillsAdvisor/circle_passiveAbilityFrame_doubleframe_down.dds")
            button:SetMouseOverTexture("EsoUI/Art/ActionBar/passiveAbilityFrame_round_over.dds")
            button:SetDisabledTexture("EsoUI/Art/SkillsAdvisor/circle_passiveAbilityFrame_doubleframe.dds")
        else
            button:SetNormalTexture("EsoUI/Art/SkillsAdvisor/square_abilityFrame64_doubleFrame.dds")
            button:SetPressedTexture("EsoUI/Art/SkillsAdvisor/square_abilityFrame64_doubleFrame_down.dds")
            button:SetMouseOverTexture("EsoUI/Art/ActionBar/actionBar_mouseOver.dds")
            button:SetDisabledTexture("EsoUI/Art/SkillsAdvisor/square_abilityFrame64_doubleFrame.dds")
        end
        if isPassive then
            advisedBorder:SetTexture("EsoUI/Art/SkillsAdvisor/circle_passiveAbilityFrame_doubleframeCorners.dds")
        else
            advisedBorder:SetTexture("EsoUI/Art/SkillsAdvisor/square_abilityFrame64_doubleFrameCorners.dds")
        end 
        advisedBorder:SetHidden(false)
    else
        if isPassive then
            button:SetNormalTexture("EsoUI/Art/ActionBar/passiveAbilityFrame_round_up.dds")
            button:SetPressedTexture("EsoUI/Art/ActionBar/passiveAbilityFrame_round_up.dds")
            button:SetMouseOverTexture(nil)
            button:SetDisabledTexture("EsoUI/Art/ActionBar/passiveAbilityFrame_round_up.dds")
        else
            button:SetNormalTexture("EsoUI/Art/ActionBar/abilityFrame64_up.dds")
            button:SetPressedTexture("EsoUI/Art/ActionBar/abilityFrame64_down.dds")
            button:SetMouseOverTexture("EsoUI/Art/ActionBar/actionBar_mouseOver.dds")
            button:SetDisabledTexture("EsoUI/Art/ActionBar/abilityFrame64_up.dds")
        end
        if advisedBorder then
            advisedBorder:SetHidden(true)
        end
    end
end
-- ZO_Skills_AbilitySlot
    SKILLS_WINDOW:StopSelectedSkillBuildSkillAnimations() -- TODO: Companions, remove direct skills reference
    InitializeTooltip(SkillTooltip, control, TOPLEFT, 5, -5, TOPRIGHT)
    local SHOW_SKILL_POINT_COST = true
    local DONT_SHOW_UPGRADE_TEXT = false
    local DONT_SHOW_ADVISED = false
    local SHOW_BAD_MORPH = true
    control.skillProgressionData:SetKeyboardTooltip(SkillTooltip, SHOW_SKILL_POINT_COST, DONT_SHOW_UPGRADE_TEXT, DONT_SHOW_ADVISED, SHOW_BAD_MORPH)
    local skillData = control.skillProgressionData.skillData
    if skillData:HasUpdatedStatus() then
        skillData:SetUpdatedStatusByType(ZO_SKILL_DATA_NEW_STATE.MORPHABLE, false)
        skillData:SetUpdatedStatusByType(ZO_SKILL_DATA_NEW_STATE.CRAFTED_ABILITY, false)
        control.statusIcon:SetHidden(not skillData:HasUpdatedStatus())
    end
end
    ClearTooltip(SkillTooltip)
end
-- AbilityEntry
-- An ability entry represents a skill data in a list, and provides controls for manipulating them.
    control.nameLabel = control:GetNamedChild("Name")
    control.increaseButton = control:GetNamedChild("Increase")
    control.decreaseButton = control:GetNamedChild("Decrease")
    control.slot = control:GetNamedChild("Slot")
    control.slotIcon = control:GetNamedChild("SlotIcon")
    control.slotLock = control:GetNamedChild("SlotLock")
    control.slot.statusIcon = control:GetNamedChild("SlotStatusIcon")
    control.slot.statusIcon:AddIcon(ZO_KEYBOARD_NEW_ICON)
    control.skillStyleControl = control:GetNamedChild("SkillStyle")
    control.skillStyleControl.statusIcon = control:GetNamedChild("SkillStyleStatusIcon")
    control.skillStyleControl.statusIcon:AddIcon(ZO_KEYBOARD_NEW_ICON)
    control.skillStyleControl.defaultStyleButton = control.skillStyleControl:GetNamedChild("DefaultStyle")
    control.skillStyleControl.selectedStyleButton = control.skillStyleControl:GetNamedChild("SelectedStyle")
    control.skillStyleControl.selectedStyleButton.icon = control.skillStyleControl.selectedStyleButton:GetNamedChild("Icon")
    local xpBarControl = control:GetNamedChild("XPBar")
    control.xpBar = ZO_WrappingStatusBar:New(xpBarControl)
    ZO_StatusBar_SetGradientColor(xpBarControl, ZO_XP_BAR_GRADIENT_COLORS)
end
do
    local INCREASE_BUTTON_TEXTURES =
    {
        PLUS =
        {
            normal = "EsoUI/Art/Progression/addPoints_up.dds",
            mouseDown = "EsoUI/Art/Progression/addPoints_down.dds",
            mouseover = "EsoUI/Art/Progression/addPoints_over.dds",
            disabled = "EsoUI/Art/Progression/addPoints_disabled.dds",
        },
        MORPH =
        {
            normal = "EsoUI/Art/Progression/morph_up.dds",
            mouseDown = "EsoUI/Art/Progression/morph_down.dds",
            mouseover = "EsoUI/Art/Progression/morph_over.dds",
            disabled = "EsoUI/Art/Progression/morph_disabled.dds",
        },
        REMORPH =
        {
            normal = "EsoUI/Art/Progression/remorph_up.dds",
            mouseDown = "EsoUI/Art/Progression/remorph_down.dds",
            mouseover = "EsoUI/Art/Progression/remorph_over.dds",
            disabled = "EsoUI/Art/Progression/remorph_disabled.dds",
        },
    }
    local function ApplyButtonTextures(button, textures)
        button:SetNormalTexture(textures.normal)
        button:SetPressedTexture(textures.mouseDown)
        button:SetMouseOverTexture(textures.mouseover)
        button:SetDisabledTexture(textures.disabled)
    end
    function ZO_Skills_AbilityEntry_Setup(control, skillData)
        local skillPointAllocator = skillData:GetPointAllocator()
        local skillProgressionData = skillPointAllocator:GetProgressionData()
        local isPassive = skillData:IsPassive()
        local isActive = not isPassive
        local isPurchased = skillPointAllocator:IsPurchased()
        local isUnlocked = skillProgressionData:IsUnlocked()
        local lastSkillProgressionData = control.skillProgressionData
        control.skillProgressionData = skillProgressionData
        control.slot.skillProgressionData = skillProgressionData
        control.slot.skillData = skillData
        -- slot
        control.slotIcon:SetTexture(skillProgressionData:GetIcon())
        ZO_ActionSlot_SetUnusable(control.slotIcon, not isPurchased)
        control.slot:SetEnabled(isPurchased and isActive)
        control.slotLock:SetHidden(isUnlocked)
        local hasSlotStatusUpdated = skillData:HasUpdatedStatusByType(ZO_SKILL_DATA_NEW_STATE.MORPHABLE) or skillData:HasUpdatedStatusByType(ZO_SKILL_DATA_NEW_STATE.CRAFTED_ABILITY)
        control.slot.statusIcon:SetHidden(not hasSlotStatusUpdated)
        if skillProgressionData:IsActive() and skillProgressionData:GetNumSkillStyles() > 0 then
            local collectibleData = skillProgressionData:GetSelectedSkillStyleCollectibleData()
            if collectibleData then
                control.skillStyleControl.selectedStyleButton.icon:SetTexture(collectibleData:GetIcon())
            end
        end
        -- xp bar
        local showXPBar = skillProgressionData:HasRankData()
        if showXPBar then
            local currentRank = skillProgressionData:GetCurrentRank()
            local startXP, endXP = skillProgressionData:GetRankXPExtents(currentRank)
            local currentXP = skillProgressionData:GetCurrentXP()
            local dontWrap = lastSkillProgressionData ~= skillProgressionData
            control.xpBar:SetHidden(false)
            ZO_SkillInfoXPBar_SetValue(control.xpBar, currentRank, startXP, endXP, currentXP, dontWrap)
        else
            local NO_LEVEL = nil
            local START_XP = 0
            local END_XP = 1
            local NO_XP = 0
            local DONT_WRAP = true
            control.xpBar:SetHidden(true)
            ZO_SkillInfoXPBar_SetValue(control.xpBar, NO_LEVEL, START_XP, END_XP, NO_XP, DONT_WRAP)
        end
        -- name
        local detailedName = skillProgressionData:GetDetailedName()
        control.nameLabel:SetText(detailedName)
        local offsetY = showXPBar and -10 or 0
        control.nameLabel:SetAnchor(LEFT, control.slot, RIGHT, 10, offsetY)
        if isPurchased then
            control.nameLabel:SetColor(PURCHASED_COLOR:UnpackRGBA())
        else
            if isUnlocked then
                control.nameLabel:SetColor(UNPURCHASED_COLOR:UnpackRGBA())
            else 
                control.nameLabel:SetColor(LOCKED_COLOR:UnpackRGBA())
            end
        end
        -- increase/decrease buttons
        local increaseButton = control.increaseButton
        local decreaseButton = control.decreaseButton
        local hideIncreaseButton = true
        local hideDecreaseButton = true
        local canPurchase = skillPointAllocator:CanPurchase()
        local canIncreaseRank = skillPointAllocator:CanIncreaseRank()
        local canMorph = skillPointAllocator:CanMorph()
        local skillPointAllocationMode = SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode()
        if skillPointAllocationMode == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY then
            local increaseTextures = nil
            if canMorph then
                increaseTextures = INCREASE_BUTTON_TEXTURES.MORPH
            elseif canPurchase or canIncreaseRank then
                increaseTextures = INCREASE_BUTTON_TEXTURES.PLUS
            end
            if increaseTextures then
                ApplyButtonTextures(increaseButton, increaseTextures)
                if GetActionBarLockedReason() == ACTION_BAR_LOCKED_REASON_COMBAT then
                    increaseButton:SetState(BSTATE_DISABLED)
                else
                    increaseButton:SetState(BSTATE_NORMAL)
                end
                hideIncreaseButton = false
            end
        else
            local isFullRespec = skillPointAllocationMode == SKILL_POINT_ALLOCATION_MODE_FULL
            if skillData:CanPointAllocationsBeAltered(isFullRespec) then
                hideIncreaseButton = false
                hideDecreaseButton = false
                if isPassive or not isPurchased or not skillData:IsAtMorph() then
                    ApplyButtonTextures(increaseButton, INCREASE_BUTTON_TEXTURES.PLUS)
                else
                    if skillProgressionData:IsMorph() then
                        ApplyButtonTextures(increaseButton, INCREASE_BUTTON_TEXTURES.REMORPH)
                    else
                        ApplyButtonTextures(increaseButton, INCREASE_BUTTON_TEXTURES.MORPH)
                    end
                end
                if canMorph or canPurchase or canIncreaseRank then
                    increaseButton:SetState(BSTATE_NORMAL)
                else
                    increaseButton:SetState(BSTATE_DISABLED)
                end
                if skillPointAllocator:CanSell() or skillPointAllocator:CanDecreaseRank() or skillPointAllocator:CanUnmorph() then
                    decreaseButton:SetState(BSTATE_NORMAL)
                else
                    decreaseButton:SetState(BSTATE_DISABLED)
                end
            end
        end
        increaseButton:SetHidden(hideIncreaseButton)
        decreaseButton:SetHidden(hideDecreaseButton)
        -- Don't show skill style functionality if in respec mode (decrease button showing)
        local skillStyleControl = control.skillStyleControl
        if hideDecreaseButton then
            skillStyleControl:ClearAnchors()
            if hideIncreaseButton then
                skillStyleControl:SetAnchor(RIGHT, control.slot, LEFT, -12)
            else
                skillStyleControl:SetAnchor(RIGHT, increaseButton, LEFT)
            end
            if isActive and skillProgressionData:GetNumSkillStyles() ~= 0 then
                skillStyleControl:SetHidden(false)
                if skillProgressionData:IsSkillStyleSelected() then
                    skillStyleControl.defaultStyleButton:SetHidden(true)
                    skillStyleControl.selectedStyleButton:SetHidden(false)
                else
                    skillStyleControl.defaultStyleButton:SetHidden(false)
                    skillStyleControl.selectedStyleButton:SetHidden(true)
                end
                skillStyleControl.statusIcon:SetHidden(not skillData:HasUpdatedStatusByType(ZO_SKILL_DATA_NEW_STATE.STYLE_COLLECTIBLE))
            else
                skillStyleControl:SetHidden(true)
            end
        else
            skillStyleControl:SetHidden(true)
        end
    end
    function ZO_Skills_CompanionSkillEntry_Setup(control, skillData)
        local skillPointAllocator = skillData:GetPointAllocator()
        local skillProgressionData = skillPointAllocator:GetProgressionData()
        local isPassive = skillData:IsPassive()
        local isActive = not isPassive
        local isPurchased = skillPointAllocator:IsPurchased()
        local isUnlocked = skillProgressionData:IsUnlocked()
        local lastSkillProgressionData = control.skillProgressionData
        control.skillProgressionData = skillProgressionData
        control.slot.skillProgressionData = skillProgressionData
        -- slot
        control.slotIcon:SetTexture(skillProgressionData:GetIcon())
        ZO_ActionSlot_SetUnusable(control.slotIcon, not isPurchased)
        control.slot:SetEnabled(isPurchased and isActive)
        control.slotLock:SetHidden(isUnlocked)
        -- xp bar
        control.xpBar:SetHidden(true)
        -- name
        local detailedName = skillProgressionData:GetDetailedName()
        control.nameLabel:SetText(detailedName)
        control.nameLabel:SetAnchor(LEFT, control.slot, RIGHT, 10, 0)
        if isPurchased then
            control.nameLabel:SetColor(PURCHASED_COLOR:UnpackRGBA())
        else
            if isUnlocked then
                control.nameLabel:SetColor(UNPURCHASED_COLOR:UnpackRGBA())
            else 
                control.nameLabel:SetColor(LOCKED_COLOR:UnpackRGBA())
            end
        end
        -- increase/decrease buttons
        control.increaseButton:SetHidden(true)
        control.decreaseButton:SetHidden(true)
    end
end
-- ability entry callbacks
    if GetCursorContentType() == MOUSE_CONTENT_EMPTY then
        control.skillProgressionData:TryPickup()
    end
end
    local skillData = control.skillProgressionData:GetSkillData()
    if not skillData:IsPassive() and skillData:GetPointAllocator():IsPurchased() then
        if ACTION_BAR_ASSIGNMENT_MANAGER:TryToSlotNewSkill(skillData) then
            PlaySound(SOUNDS.ABILITY_SLOTTED)
        end
    end
end
    local hotbar = ACTION_BAR_ASSIGNMENT_MANAGER:GetCurrentHotbar()
    local skillData = control.skillProgressionData:GetSkillData()
    local function OnLinkInChat()
        local link = skillData:GetCurrentProgressionLink()
        if internalassert(link, "Unable to generate link for skill.") then
            ZO_LinkHandler_InsertLink(link)
        end
    end
    if skillData:IsPassive() then
        ClearMenu()
        AddMenuItem(GetString(SI_ITEM_ACTION_LINK_TO_CHAT), OnLinkInChat)
        ShowMenu(control)
    else
        ClearMenu()
        if skillData:GetPointAllocator():IsPurchased() and control.skillProgressionData == skillData:GetCurrentProgressionData() then
            if skillData:IsUltimate() then
                local ultimateSlotIndex = ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
                if hotbar:GetExpectedSkillSlotResult(ultimateSlotIndex, skillData) == HOT_BAR_RESULT_SUCCESS then
                    AddMenuItem(GetString(SI_SKILL_ABILITY_ASSIGN_TO_ULTIMATE_SLOT), function()
                        if hotbar:AssignSkillToSlot(ultimateSlotIndex, skillData) then
                            PlaySound(SOUNDS.ABILITY_SLOTTED)
                        end
                    end)
                end
            else
                local slotId = hotbar:FindEmptySlotForSkill(skillData)
                if slotId then
                    AddMenuItem(GetString(SI_SKILL_ABILITY_ASSIGN_TO_EMPTY_SLOT), function()
                        if hotbar:AssignSkillToSlot(slotId, skillData) then
                            PlaySound(SOUNDS.ABILITY_SLOTTED)
                        end
                    end)
                end
                for actionSlotIndex = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1, ACTION_BAR_ULTIMATE_SLOT_INDEX do
                    if hotbar:GetExpectedSkillSlotResult(actionSlotIndex, skillData) == HOT_BAR_RESULT_SUCCESS then
                        AddMenuItem(zo_strformat(SI_SKILL_ABILITY_ASSIGN_TO_SLOT, actionSlotIndex - 2), function()
                            if hotbar:AssignSkillToSlot(actionSlotIndex, skillData) then
                                PlaySound(SOUNDS.ABILITY_SLOTTED)
                            end
                        end)
                    end
                end
            end
        end
        AddMenuItem(GetString(SI_ITEM_ACTION_LINK_TO_CHAT), OnLinkInChat)
        ShowMenu(control)
    end
end
    SKILLS_WINDOW:StopSelectedSkillBuildSkillAnimations() -- TODO: Companions, remove direct skills reference
    local skillProgressionData = control:GetParent().skillProgressionData
    local skillData = skillProgressionData:GetSkillData()
    local skillPointAllocator = skillData:GetPointAllocator()
    if shift and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() and skillPointAllocator:CanMaxout() then
        skillPointAllocator:Maxout()
    else
        if skillPointAllocator:CanPurchase() then
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeConfirmOnPurchase() then
                ZO_Dialogs_ShowDialog("PURCHASE_ABILITY_CONFIRM", skillProgressionData)
            else
                skillPointAllocator:Purchase()
            end
        elseif skillPointAllocator:CanIncreaseRank() then
            if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeConfirmOnIncreaseRank() then
                ZO_Dialogs_ShowDialog("UPGRADE_ABILITY_CONFIRM", skillData)
            else
                skillPointAllocator:IncreaseRank()
            end
        elseif skillPointAllocator:CanMorph() then
            ZO_Dialogs_ShowDialog("MORPH_ABILITY_CONFIRM", skillData)
        end
    end
end
    if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY then
        local lockedReason = GetActionBarLockedReason()
        if lockedReason == ACTION_BAR_LOCKED_REASON_COMBAT then
            InitializeTooltip(InformationTooltip, control, RIGHT, -5, 0, LEFT)
            SetTooltipText(InformationTooltip, GetString("SI_RESPECRESULT", RESPEC_RESULT_IS_IN_COMBAT))
        elseif lockedReason == ACTION_BAR_LOCKED_REASON_NOT_RESPECCABLE then
            InitializeTooltip(InformationTooltip, control, RIGHT, -5, 0, LEFT)
            SetTooltipText(InformationTooltip, GetString("SI_RESPECRESULT", RESPEC_RESULT_ACTIVE_HOTBAR_NOT_RESPECCABLE))
        end
    end
end
    ClearTooltip(InformationTooltip)
end
    local skillProgressionData = control:GetParent().skillProgressionData
    local skillPointAllocator = skillProgressionData:GetSkillData():GetPointAllocator()
    if shift and skillPointAllocator:CanClear() then
        skillPointAllocator:Clear()
    else
        if skillPointAllocator:CanSell() then
            skillPointAllocator:Sell()
        elseif skillPointAllocator:CanDecreaseRank() then
            skillPointAllocator:DecreaseRank()
        elseif skillPointAllocator:CanUnmorph() then
            skillPointAllocator:Unmorph()
        end
    end
end
    if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode() == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY then
        local skillProgressionData = control:GetParent().skillProgressionData
        local skillPointAllocator = skillProgressionData:GetSkillData():GetPointAllocator()
        if skillProgressionData:IsActive() and skillPointAllocator:IsPurchased() and skillPointAllocator:GetMorphSlot() == MORPH_SLOT_BASE and not skillPointAllocator:CanSell() then
            InitializeTooltip(InformationTooltip, control, RIGHT, -5, 0, LEFT)
            SetTooltipText(InformationTooltip, GetString(SI_SKILL_RESPEC_MORPHS_ONLY_CANNOT_SELL_BASE_ABILITY))
        end
    end
end
    ClearTooltip(InformationTooltip)
end
    local skillProgressionData = control:GetParent().skillProgressionData
    local skillData = skillProgressionData:GetSkillData()
    ZO_Dialogs_ShowDialog("SKILL_STYLE_SELECT_KEYBOARD", { skillData = skillData })
end
    control:GetParent().slot.skillData:SetUpdatedStatusByType(ZO_SKILL_DATA_NEW_STATE.STYLE_COLLECTIBLE, false)
end
    -- TODO SkillStyle: Implement
end
ZO_Skills_SkillLineAdvisedOverlay = ZO_InitializingObject:Subclass()
function ZO_Skills_SkillLineAdvisedOverlay:Initialize(control)
    self.control = control
    self.titleLabel = control:GetNamedChild("Title")
    self.unlockTextLabel = control:GetNamedChild("UnlockText")
end
function ZO_Skills_SkillLineAdvisedOverlay:Show(skillLineData)
    self.titleLabel:SetText(zo_strformat(SI_SKILLS_ADVISOR_SKILL_NOT_DISCOVERED_NAME, skillLineData:GetName()))
    self.unlockTextLabel:SetText(zo_strformat(SI_SKILLS_ADVISOR_SKILL_NOT_DISCOVERED_DESCRIPTION, skillLineData:GetUnlockText()))
    self.control:SetHidden(false)
end
function ZO_Skills_SkillLineAdvisedOverlay:Hide()
    self.control:SetHidden(true)
end