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ESO Lua File v101042

ingame/skills/keyboard/zo_skills.lua

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-- Point Allocation Dialogs --
local function InitializeKeyboardMorphDialog()
    local dialogControl = ZO_SkillsMorphDialog
    dialogControl.desc = dialogControl:GetNamedChild("Description")
    local baseAbility = dialogControl:GetNamedChild("BaseAbility")
    baseAbility.icon = baseAbility:GetNamedChild("Icon")
    --Hardcoded to four to hide the XP bar: this ability should always be max rank, so no need to show it.
    baseAbility.overrideRank = 4
    dialogControl.baseAbility = baseAbility
    local morphAbility1 = dialogControl:GetNamedChild("MorphAbility1")
    morphAbility1.icon = morphAbility1:GetNamedChild("Icon")
    morphAbility1.selectedCallout = morphAbility1:GetNamedChild("SelectedCallout")
    morphAbility1.advised = false
    dialogControl.morphAbility1 = morphAbility1
    local morphAbility2 = dialogControl:GetNamedChild("MorphAbility2")
    morphAbility2.icon = morphAbility2:GetNamedChild("Icon")
    morphAbility2.selectedCallout = morphAbility2:GetNamedChild("SelectedCallout")
    morphAbility2.advised = false
    dialogControl.morphAbility2 = morphAbility2
    dialogControl.trackArrows = dialogControl:GetNamedChild("Track")
    dialogControl.confirmButton = dialogControl:GetNamedChild("Confirm")
    local function ClearMorphChoice()
        morphAbility1.selectedCallout:SetHidden(true)
        morphAbility2.selectedCallout:SetHidden(true)
        ZO_ActionSlot_SetUnusable(morphAbility1.icon, false)
        ZO_ActionSlot_SetUnusable(morphAbility2.icon, false)
        dialogControl.confirmButton:SetState(BSTATE_DISABLED)
        dialogControl.chosenMorphProgressionData = nil
    end
    local function ChooseMorph(morphSlot)
        local otherMorphSlot = morphSlot == morphAbility1 and morphAbility2 or morphAbility1
        morphSlot.selectedCallout:SetHidden(false)
        otherMorphSlot.selectedCallout:SetHidden(true)
        
        ZO_ActionSlot_SetUnusable(morphSlot.icon, false)
        ZO_ActionSlot_SetUnusable(otherMorphSlot.icon, true)
        dialogControl.confirmButton:SetState(BSTATE_NORMAL)
        dialogControl.chosenMorphProgressionData = morphSlot.skillProgressionData
    end
    local function ConfirmWhenBatchSaving()
        if dialogControl.chosenMorphProgressionData and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
            local skillPointAllocator = dialogControl.chosenMorphProgressionData:GetSkillData():GetPointAllocator()
            skillPointAllocator:Morph(dialogControl.chosenMorphProgressionData:GetMorphSlot())
            local RELEASED_FROM_BUTTON_PRESS = true
            ZO_Dialogs_ReleaseDialog(dialogControl, RELEASED_FROM_BUTTON_PRESS)
        end
    end
    morphAbility1:SetHandler("OnClicked", ChooseMorph)
    morphAbility1:SetHandler("OnMouseDoubleClick", ConfirmWhenBatchSaving)
    morphAbility2:SetHandler("OnClicked", ChooseMorph)
    morphAbility2:SetHandler("OnMouseDoubleClick", ConfirmWhenBatchSaving)
    local function SetupMorphAbilityConfirmDialog(dialog, skillData)
        -- Passives cannot be morphed
        assert(not skillData:IsPassive())
        local skillPointAllocator = skillData:GetPointAllocator()
        if skillPointAllocator:CanMorph() then
            local baseProgressionData = skillData:GetMorphData(MORPH_SLOT_BASE)
            local morph1ProgressionData = skillData:GetMorphData(MORPH_SLOT_MORPH_1)
            local morph2ProgressionData = skillData:GetMorphData(MORPH_SLOT_MORPH_2)
            dialog.desc:SetText(zo_strformat(SI_SKILLS_SELECT_MORPH, baseProgressionData:GetName()))
            baseAbility.skillProgressionData = baseProgressionData
            baseAbility.icon:SetTexture(baseProgressionData:GetIcon())
            ZO_Skills_SetKeyboardAbilityButtonTextures(baseAbility)
            morphAbility1.skillProgressionData = morph1ProgressionData
            morphAbility1.icon:SetTexture(morph1ProgressionData:GetIcon())
            ZO_Skills_SetKeyboardAbilityButtonTextures(morphAbility1) 
            morphAbility1.showAdvice = true
            morphAbility1.advised = ZO_SKILLS_ADVISOR_SINGLETON:IsSkillProgressionDataInSelectedBuild(morph1ProgressionData)
            morphAbility2.skillProgressionData = morph2ProgressionData
            morphAbility2.icon:SetTexture(morph2ProgressionData:GetIcon())
            ZO_Skills_SetKeyboardAbilityButtonTextures(morphAbility2) 
            morphAbility2.showAdvice = true
            morphAbility2.advised = ZO_SKILLS_ADVISOR_SINGLETON:IsSkillProgressionDataInSelectedBuild(morph2ProgressionData)
            if skillPointAllocator:GetMorphSlot() == MORPH_SLOT_BASE then
                ClearMorphChoice()
            elseif skillPointAllocator:GetMorphSlot() == MORPH_SLOT_MORPH_1 then
                ChooseMorph(morphAbility1)
            else
                ChooseMorph(morphAbility2)
            end
            if morphAbility1.advised and not morphAbility2.advised then
                dialogControl.trackArrows:SetTexture("EsoUI/Art/SkillsAdvisor/morph_graphic_TOP.dds")
            elseif morphAbility2.advised and not morphAbility1.advised then
                dialogControl.trackArrows:SetTexture("EsoUI/Art/SkillsAdvisor/morph_graphic_BOTTOM.dds")
            else
                dialogControl.trackArrows:SetTexture("EsoUI/Art/Progression/morph_graphic.dds")
                morphAbility1.showAdvice = false
                morphAbility2.showAdvice = false
            end
        end
    end
    ZO_Dialogs_RegisterCustomDialog("MORPH_ABILITY_CONFIRM",
    {
        customControl = dialogControl,
        title =
        {
            text = SI_SKILLS_MORPH_ABILITY,
        },
        buttons =
        {
            [1] =
            {
                control = dialogControl:GetNamedChild("Confirm"),
                text =  SI_SKILLS_MORPH_CONFIRM,
                callback =  function(dialog)
                                if dialog.chosenMorphProgressionData then
                                    local skillPointAllocator = dialog.chosenMorphProgressionData:GetSkillData():GetPointAllocator()
                                    skillPointAllocator:Morph(dialog.chosenMorphProgressionData:GetMorphSlot())
                                end
                            end,
            },
        
            [2] =
            {
                control =   dialogControl:GetNamedChild("Cancel"),
                text =      SI_CANCEL,
            }
        }
    })
end
    local confirmDialogControl = ZO_SkillsConfirmDialog
    confirmDialogControl.abilityName = confirmDialogControl:GetNamedChild("AbilityName")
    confirmDialogControl.ability = confirmDialogControl:GetNamedChild("Ability")
    confirmDialogControl.ability.icon = confirmDialogControl.ability:GetNamedChild("Icon")
    local advisementLabel = confirmDialogControl:GetNamedChild("Advisement")
    advisementLabel:SetText(GetString(SI_SKILLS_ADVISOR_PURCHASE_ADVISED))
    advisementLabel:SetColor(ZO_SKILLS_ADVISOR_ADVISED_COLOR:UnpackRGBA())
    confirmDialogControl.advisementLabel = advisementLabel
    local function SetupPurchaseAbilityConfirmDialog(dialog, skillProgressionData)
        if skillProgressionData:GetSkillData():GetPointAllocator():CanPurchase() then
            local dialogAbility = dialog.ability
            dialog.abilityName:SetText(skillProgressionData:GetFormattedName())
            dialogAbility.skillProgressionData = skillProgressionData
            dialogAbility.icon:SetTexture(skillProgressionData:GetIcon())
            ZO_Skills_SetKeyboardAbilityButtonTextures(dialogAbility)
            local hideAdvisement = ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() or not skillProgressionData:IsAdvised()
            dialog.advisementLabel:SetHidden(hideAdvisement)
        end
    end
    ZO_Dialogs_RegisterCustomDialog("PURCHASE_ABILITY_CONFIRM",
    {
        customControl = confirmDialogControl,
        title =
        {
            text = SI_SKILLS_CONFIRM_PURCHASE_ABILITY,
        },
        buttons =
        {
            [1] =
            {
                control =   confirmDialogControl:GetNamedChild("Confirm"),
                text =      SI_SKILLS_UNLOCK_CONFIRM,
                callback =  function(dialog)
                                local skillProgressionData = dialog.data
                                local skillPointAllocator = skillProgressionData:GetSkillData():GetPointAllocator()
                                skillPointAllocator:Purchase()
                            end,
            },
        
            [2] =
            {
                control =   confirmDialogControl:GetNamedChild("Cancel"),
                text =      SI_CANCEL,
            }
        }
    })
end
    local upgradeDialogControl = ZO_SkillsUpgradeDialog
    upgradeDialogControl.desc = upgradeDialogControl:GetNamedChild("Description")
    upgradeDialogControl.baseAbility = upgradeDialogControl:GetNamedChild("BaseAbility")
    upgradeDialogControl.baseAbility.icon = upgradeDialogControl.baseAbility:GetNamedChild("Icon")
    upgradeDialogControl.upgradeAbility = upgradeDialogControl:GetNamedChild("UpgradeAbility")
    upgradeDialogControl.upgradeAbility.icon = upgradeDialogControl.upgradeAbility:GetNamedChild("Icon")
    local advisementLabel = upgradeDialogControl:GetNamedChild("Advisement")
    advisementLabel:SetText(GetString(SI_SKILLS_ADVISOR_PURCHASE_ADVISED))
    advisementLabel:SetColor(ZO_SKILLS_ADVISOR_ADVISED_COLOR:UnpackRGBA())
    local function SetupUpgradeAbilityDialog(dialog, skillData)
        --Only passives upgrade
        assert(skillData:IsPassive())
        local skillPointAllocator = skillData:GetPointAllocator()
        if skillPointAllocator:CanIncreaseRank() then
            local rank = skillPointAllocator:GetSkillProgressionKey()
            local skillProgressionData = skillData:GetRankData(rank)
            local nextSkillProgressionData = skillData:GetRankData(rank + 1)
            dialog.desc:SetText(zo_strformat(SI_SKILLS_UPGRADE_DESCRIPTION, skillProgressionData:GetName()))
            local baseAbility = dialog.baseAbility
            baseAbility.skillProgressionData = skillProgressionData
            baseAbility.icon:SetTexture(skillProgressionData:GetIcon())
            ZO_Skills_SetKeyboardAbilityButtonTextures(baseAbility)
        
            local upgradeAbility = dialog.upgradeAbility
            upgradeAbility.skillProgressionData = nextSkillProgressionData
            upgradeAbility.icon:SetTexture(nextSkillProgressionData:GetIcon())
            ZO_Skills_SetKeyboardAbilityButtonTextures(upgradeAbility)
            local hideAdvisement = ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() or not skillData:IsAdvised()
            advisementLabel:SetHidden(hideAdvisement)
        end
    end
    ZO_Dialogs_RegisterCustomDialog("UPGRADE_ABILITY_CONFIRM",
    {
        customControl = upgradeDialogControl,
        setup = SetupUpgradeAbilityDialog,
        title =
        {
            text = SI_SKILLS_UPGRADE_ABILITY,
        },
        buttons =
        {
            [1] =
            {
                control = upgradeDialogControl:GetNamedChild("Confirm"),
                text =  SI_SKILLS_UPGRADE_CONFIRM,
                callback =  function(dialog)
                                local skillData = dialog.data
                                local skillPointAllocator = skillData:GetPointAllocator()
                                skillPointAllocator:IncreaseRank()
                            end,
            },
            [2] =
            {
                control =   upgradeDialogControl:GetNamedChild("Cancel"),
                text =      SI_CANCEL,
            }
        }
    })
end
    local function SetupRespecConfirmationGoldDialog()
        local balance = GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER)
        local cost = GetSkillRespecCost(SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode())
        local balanceControl = control:GetNamedChild("Balance")
        ZO_CurrencyControl_SetSimpleCurrency(balanceControl, CURT_MONEY, balance, CURRENCY_OPTIONS)
        local costControl = control:GetNamedChild("Cost")
        ZO_CurrencyControl_SetSimpleCurrency(costControl, CURT_MONEY, cost, CURRENCY_OPTIONS)
    end
    ZO_Dialogs_RegisterCustomDialog("SKILL_RESPEC_CONFIRM_GOLD_KEYBOARD",
    {
        customControl = control,
        title =
        {
            text = SI_SKILL_RESPEC_CONFIRM_DIALOG_TITLE,
        },
        mainText =
        {
            text = SI_SKILL_RESPEC_CONFIRM_DIALOG_BODY_INTRO,
        },
        buttons =
        {
            {
                keybind = "DIALOG_PRIMARY",
                control = control:GetNamedChild("Confirm"),
                text = SI_DIALOG_CONFIRM,
                callback =  function()
                    SKILLS_AND_ACTION_BAR_MANAGER:ApplyChanges()
                end,
            },
            {
                keybind = "DIALOG_NEGATIVE",
                control = control:GetNamedChild("Cancel"),
                text = SI_DIALOG_CANCEL,
            },
        }
    })
end
    local control = ZO_SkillRespecConfirmClearDialog
    -- Radio buttons
    local skillLineRadioButton = control:GetNamedChild("SkillLineRadioButton")
    local skillLineRadioButtonLabel = skillLineRadioButton:GetNamedChild("Label")
    local allRadioButton = control:GetNamedChild("AllRadioButton")
    local radioButtonGroup = ZO_RadioButtonGroup:New()
    radioButtonGroup:Add(skillLineRadioButton)
    radioButtonGroup:Add(allRadioButton)
    control.radioButtonGroup = radioButtonGroup
    local function SetupSkillRespecConfirmClear(dialog, skillLineData)
        skillLineRadioButton.skillLineData = skillLineData
        skillLineRadioButtonLabel:SetText(skillLineData:GetFormattedName())
        radioButtonGroup:SetClickedButton(skillLineRadioButton)
    end
    ZO_Dialogs_RegisterCustomDialog("SKILL_RESPEC_CONFIRM_CLEAR_ALL_KEYBOARD",
    {
        customControl = control,
        setup = SetupSkillRespecConfirmClear,
        title =
        {
            text = function()
                return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode())
            end,
        },
        mainText =
        {
            text = function()
                return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARCHOICEHEADERKEYBOARD", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode())
            end
        },
        buttons =
        {
            {
                keybind =   "DIALOG_PRIMARY",
                control =   control:GetNamedChild("Confirm"),
                text =      SI_DIALOG_CONFIRM,
                callback =  function()
                                local selectedButton = radioButtonGroup:GetClickedButton()
                                if selectedButton.skillLineData then
                                    SKILL_POINT_ALLOCATION_MANAGER:ClearPointsOnSkillLine(selectedButton.skillLineData)
                                else
                                    SKILL_POINT_ALLOCATION_MANAGER:ClearPointsOnAllSkillLines()
                                end
                            end,
            },
            {
                keybind =   "DIALOG_NEGATIVE",
                control =   control:GetNamedChild("Cancel"),
                text =      SI_DIALOG_CANCEL,
            },
        },
    })
end
    control.selectSkillStyleContainerControl = control:GetNamedChild("SkillStyleContainer")
    control.selectSkillStyleGridListControl = control.selectSkillStyleContainerControl:GetNamedChild("Panel")
    control.defaultStyleButton = control:GetNamedChild("DefaultStyle")
    control.defaultStyleBorder = control:GetNamedChild("DefaultSelectedBorder")
    control.skillStylesLabel = control:GetNamedChild("SkillStylesLabel")
    control.notPurchasedLabel = control:GetNamedChild("NotPurchasedLabel")
    local function OnDefaultStyleMouseUp()
        control.skillStyleSelector:TryClearSelection()
    end
    control.defaultStyleButton:SetHandler("OnMouseUp", OnDefaultStyleMouseUp)
    local function OnSkillStyleIconSelected(newIconIndex)
        control.defaultStyleBorder:SetHidden(newIconIndex ~= nil)
    end
    control.skillStyleSelector = ZO_SkillStyleIconSelector_Keyboard:New(control.selectSkillStyleGridListControl)
    local function SetupSelectSkillStyleDialog(dialog, data)
        control.skillStyleSelector:SetSkillData(data.skillData)
        control.skillStyleSelector:BuildSkillStyleSelectorIconGridList()
        control.defaultStyleBorder:SetHidden(dialog.skillStyleSelector:GetActiveData() ~= nil)
        if data.skillData.isPurchased then
            control.selectSkillStyleContainerControl:ClearAnchors()
            control.selectSkillStyleContainerControl:SetAnchor(TOP, control.skillStylesLabel, BOTTOM, 0, 5)
            control.notPurchasedLabel:SetHidden(true)
        else
            control.selectSkillStyleContainerControl:ClearAnchors()
            control.selectSkillStyleContainerControl:SetAnchor(TOP, control.notPurchasedLabel, BOTTOM, 0, 5)
            control.notPurchasedLabel:SetHidden(false)
        end
    end
    ZO_Dialogs_RegisterCustomDialog("SKILL_STYLE_SELECT_KEYBOARD",
    {
        customControl = control,
        setup = SetupSelectSkillStyleDialog,
        title =
        {
            text = function(dialog)
                local data = dialog.data
                local skillType = data.skillData.skillLineData.skillTypeData.skillType
                local skillLineIndex = data.skillData.skillLineData.skillLineIndex
                local skillIndex = data.skillData.skillIndex
                return zo_strformat(SI_SKILL_STYLING_DIALOG_TITLE, GetProgressionSkillProgressionName(skillType, skillLineIndex, skillIndex))
            end,
        },
        mainText =
        {
            text = "",
        },
        buttons =
        {
            {
                keybind = "DIALOG_NEGATIVE",
                control = control:GetNamedChild("Close"),
                text = SI_DIALOG_CLOSE,
                callback = function(dialog)
                    ClearTooltip(ItemTooltip)
                end,
            },
        }
    })
end
-- Skill Manager
--------------------
local SKILL_ABILITY_DATA = 1
local SKILL_HEADER_DATA = 2
ZO_SkillsManager = ZO_InitializingCallbackObject:Subclass()
function ZO_SkillsManager:Initialize(control)
    self.control = control
    SKILLS_FRAGMENT = ZO_FadeSceneFragment:New(control)
    KEYBOARD_SKILLS_SCENE = ZO_InteractScene:New("skills", SCENE_MANAGER, ZO_SKILL_RESPEC_INTERACT_INFO)
    self.showAdvisorInAdvancedMode = false
end
function ZO_SkillsManager:InitializeControls()
    local control = self.control
    self.availablePointsLabel = control:GetNamedChild("AvailablePoints")
    self.skyShardsLabel = control:GetNamedChild("SkyShards")
    self.advisedOverlay = ZO_Skills_SkillLineAdvisedOverlay:New(control:GetNamedChild("SkillLineAdvisedOverlay"))
    self.skillInfo = control:GetNamedChild("SkillInfo")
    self.assignableActionBar = ZO_KeyboardAssignableActionBar:New(control:GetNamedChild("AssignableActionBar"))
end
function ZO_SkillsManager:InitializeSkillLineList()
    local container = self.control:GetNamedChild("SkillLinesContainer")
    local skillLinesTree = ZO_Tree:New(container:GetNamedChild("ScrollChild"), 74, -10, 300)
    self.skillLineIdToNode = {}
    local function TreeHeaderSetup(node, control, skillTypeData, open)
        control.skillTypeData = skillTypeData
        control.text:SetModifyTextType(MODIFY_TEXT_TYPE_UPPERCASE)
        control.text:SetText(skillTypeData:GetName())
        local up, down, over = skillTypeData:GetKeyboardIcons()
        control.icon:SetTexture(open and down or up)
        control.iconHighlight:SetTexture(over)
        control.statusIcon:ClearIcons()
        if skillTypeData:AreAnySkillLinesOrAbilitiesNew() then
            control.statusIcon:AddIcon(ZO_KEYBOARD_NEW_ICON)
        end
        control.statusIcon:Show()
        ZO_IconHeader_Setup(control, open)
    end
    skillLinesTree:AddTemplate("ZO_SkillIconHeader", TreeHeaderSetup, nil, nil, nil, 0)
    local function TreeEntrySetup(node, control, skillLineData, open)
        if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
            control:SetText(skillLineData:GetFormattedNameWithNumPointsAllocated())
        else
            control:SetText(skillLineData:GetFormattedName())
        end
        control.statusIcon:ClearIcons()
        if skillLineData:IsSkillLineOrAbilitiesNew() or skillLineData:IsAdvised() then
            control.statusIcon:AddIcon(ZO_KEYBOARD_NEW_ICON)
        end
        control.statusIcon:Show()
    end
    local function TreeEntryOnSelected(control, skillLineData, selected, reselectingDuringRebuild)
        control:SetSelected(selected)
        if selected and not reselectingDuringRebuild then
            self:RefreshSkillLineInfo()
            self:RefreshActionbarState()
            skillLineData:ClearNew()
            self.skillListRefreshGroup:MarkDirty("List")
            self.skillListRefreshGroup:TryClean()
        end
    end
    skillLinesTree:AddTemplate("ZO_SkillsNavigationEntry", TreeEntrySetup, TreeEntryOnSelected)
    skillLinesTree:SetExclusive(true)
    skillLinesTree:SetOpenAnimation("ZO_TreeOpenAnimation")
    local skillLinesTreeRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME)
    skillLinesTreeRefreshGroup:AddDirtyState("List", function()
        self:RebuildSkillLineList()
    end)
    skillLinesTreeRefreshGroup:AddDirtyState("Visible", function()
        skillLinesTree:RefreshVisible()
    end)
    skillLinesTreeRefreshGroup:SetActive(function()
        return SKILLS_FRAGMENT:IsShowing()
    end)
    skillLinesTreeRefreshGroup:MarkDirty("List")
    self.skillLinesTreeRefreshGroup = skillLinesTreeRefreshGroup
    self.skillLinesTree = skillLinesTree
end
function ZO_SkillsManager:InitializeSkillList()
    local skillList = self.control:GetNamedChild("SkillList")
    local SKILL_ABILITY_HEIGHT = 70
    ZO_ScrollList_AddDataType(skillList, SKILL_ABILITY_DATA, "ZO_Skills_Ability", SKILL_ABILITY_HEIGHT, function(abilityControl, data)
        ZO_Skills_AbilityEntry_Setup(abilityControl, data.skillData)
    end)
    local SKILL_HEADER_HEIGHT = 32
    ZO_ScrollList_AddDataType(skillList, SKILL_HEADER_DATA, "ZO_Skills_AbilityTypeHeader", SKILL_HEADER_HEIGHT, function(headerControl, data)
        headerControl:GetNamedChild("Label"):SetText(data.headerText)
    end)
    local skillListRefreshGroup = ZO_OrderedRefreshGroup:New(ZO_ORDERED_REFRESH_GROUP_AUTO_CLEAN_PER_FRAME)
    skillListRefreshGroup:AddDirtyState("List", function()
        self:RebuildSkillList()
    end)
    skillListRefreshGroup:AddDirtyState("Visible", function()
        local skillLineData = self:GetSelectedSkillLineData()
        if skillLineData then
            ZO_ScrollList_RefreshVisible(skillList)
            self:RefreshSkillLineDisplay(skillLineData)
        end
    end)
    skillListRefreshGroup:SetActive(function()
        return SKILLS_FRAGMENT:IsShowing()
    end)
    self.skillListRefreshGroup = skillListRefreshGroup
    self.skillList = skillList
end
function ZO_SkillsManager:InitializeKeybindDescriptors()
    self.keybindStripDescriptor =
    {
        alignment = KEYBIND_STRIP_ALIGN_CENTER,
        {
            name = GetString(SI_SKILL_RESPEC_CONFIRM_KEYBIND),
            keybind = "UI_SHORTCUT_SECONDARY",
            callback = function()
                if SKILL_POINT_ALLOCATION_MANAGER:DoPendingChangesIncurCost() then
                    if SKILLS_AND_ACTION_BAR_MANAGER:GetSkillRespecPaymentType() == RESPEC_PAYMENT_TYPE_GOLD then
                        ZO_Dialogs_ShowDialog("SKILL_RESPEC_CONFIRM_GOLD_KEYBOARD")
                    else
                        ZO_Dialogs_ShowDialog("SKILL_RESPEC_CONFIRM_SCROLL")
                    end
                else
                    ZO_Dialogs_ShowDialog("SKILL_RESPEC_CONFIRM_FREE")
                end
            end,
            visible = function()
                return SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave()
            end
        },
        {
            name = function()
                return GetString("SI_SKILLPOINTALLOCATIONMODE_CLEARKEYBIND", SKILLS_AND_ACTION_BAR_MANAGER:GetSkillPointAllocationMode())
            end,
            keybind = "UI_SHORTCUT_NEGATIVE",
            callback = function()
                ZO_Dialogs_ShowDialog("SKILL_RESPEC_CONFIRM_CLEAR_ALL_KEYBOARD", self.skillLinesTree:GetSelectedData())
            end,
            visible = function()
                return SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeAllowDecrease()
            end
        },
        {
            name = function()
                local collectibleData = SCRIBING_DATA_MANAGER:GetScribingPurchasableCollectibleData()
                if collectibleData:IsCategoryType(COLLECTIBLE_CATEGORY_TYPE_CHAPTER) then
                    return GetString(SI_SCRIBING_ACTION_UPGRADE)
                else
                    return GetString(SI_GAMEPAD_DLC_BOOK_ACTION_OPEN_CROWN_STORE)
                end
            end,
            keybind = "UI_SHORTCUT_TERTIARY",
            callback = function()
                local collectibleData = SCRIBING_DATA_MANAGER:GetScribingPurchasableCollectibleData()
                if collectibleData:IsCategoryType(COLLECTIBLE_CATEGORY_TYPE_CHAPTER) then
                    ZO_ShowChapterUpgradePlatformScreen(MARKET_OPEN_OPERATION_COLLECTIONS_DLC)
                else
                    local searchTerm = zo_strformat(SI_CROWN_STORE_SEARCH_FORMAT_STRING, collectibleData:GetName())
                    ShowMarketAndSearch(searchTerm, MARKET_OPEN_OPERATION_COLLECTIONS_DLC)
                end
            end,
            visible = function()
                return not SCRIBING_DATA_MANAGER:IsScribingUnlocked()
            end
        },
        {
            alignment = KEYBIND_STRIP_ALIGN_LEFT,
            name = function()
                if self.showAdvisorInAdvancedMode then
                    return GetString(SI_CLOSE_SKILLS_ADVISOR_KEYBIND)
                else
                    return GetString(SI_OPEN_SKILLS_ADVISOR_KEYBIND)
                end
            end,
            keybind = "UI_SHORTCUT_QUATERNARY",
            callback = function()
                self.showAdvisorInAdvancedMode = not self.showAdvisorInAdvancedMode
                self:UpdateSkillsAdvisorVisibility()
            end,
            visible = function()
                return ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected()
            end
        },
    }
end
function ZO_SkillsManager:RegisterForEvents()
    local control = self.control
    local function OnFullSystemUpdated()
        self.skillLinesTreeRefreshGroup:MarkDirty("List")
    end
    local function OnSkillLineUpdated(skillLineData)
        if skillLineData == self:GetSelectedSkillLineData() then
            self:RefreshSkillLineInfo()
            self.skillListRefreshGroup:MarkDirty("Visible")
        end
    end
    local function OnSkillProgressionUpdated(skillData)
        if skillData:GetSkillLineData() == self:GetSelectedSkillLineData() then
            self.skillListRefreshGroup:MarkDirty("Visible")
        end
    end
    local function OnSkillLineNewStatusChanged()
        self.skillLinesTreeRefreshGroup:MarkDirty("Visible")
        MAIN_MENU_KEYBOARD:RefreshCategoryIndicators()
    end
    SKILLS_DATA_MANAGER:RegisterCallback("FullSystemUpdated", OnFullSystemUpdated)
    SKILLS_DATA_MANAGER:RegisterCallback("SkillLineUpdated", OnSkillLineUpdated)
    SKILLS_DATA_MANAGER:RegisterCallback("SkillProgressionUpdated", OnSkillProgressionUpdated)
    SKILLS_DATA_MANAGER:RegisterCallback("SkillLineNewStatusChanged", OnSkillLineNewStatusChanged)
    local function OnSkillPointsChanged()
        if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
            self.skillLinesTreeRefreshGroup:MarkDirty("Visible")
        end
        self:RefreshSkillPointInfo()
        self.skillListRefreshGroup:MarkDirty("Visible")
    end
    local function OnSkillProgressionKeyChanged(skillPointAllocator)
        if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
            self.skillLinesTreeRefreshGroup:MarkDirty("Visible")
        end
        local skillLineData = skillPointAllocator:GetSkillData():GetSkillLineData()
        if skillLineData == self:GetSelectedSkillLineData() then
            -- In case we only switched morphs. Might be accompanied by OnSkillPointsChanged.
            self.skillListRefreshGroup:MarkDirty("Visible")
        end
    end
    SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillPointsChanged", OnSkillPointsChanged)
    SKILL_POINT_ALLOCATION_MANAGER:RegisterCallback("SkillProgressionKeyChanged", OnSkillProgressionKeyChanged)
    local function OnSelectedSkillBuildUpdated()
        self.showAdvisorInAdvancedMode = false
        self:UpdateSkillsAdvisorVisibility() 
        self.skillListRefreshGroup:MarkDirty("Visible")
    end
    ZO_SKILLS_ADVISOR_SINGLETON:RegisterCallback("OnSelectedSkillBuildUpdated", OnSelectedSkillBuildUpdated)
    control:RegisterForEvent(EVENT_PLAYER_ACTIVATED, OnFullSystemUpdated)
    --Weapon Swap Tutorial Setup
    local tutorialAnchor = ZO_Anchor:New(RIGHT, self.assignableActionBar:GetHotbarSwap():GetHotbarNameLabel(), LEFT, -10, 0)
    TUTORIAL_SYSTEM:RegisterTriggerLayoutInfo(TUTORIAL_TYPE_POINTER_BOX, TUTORIAL_TRIGGER_WEAPON_SWAP_SHOWN_IN_SKILLS_AFTER_UNLOCK_POINTER_BOX, control, SKILLS_FRAGMENT, tutorialAnchor)
    control:RegisterForEvent(EVENT_ACTIVE_WEAPON_PAIR_CHANGED, function()
        TUTORIAL_SYSTEM:RemoveTutorialByTrigger(TUTORIAL_TYPE_POINTER_BOX, TUTORIAL_TRIGGER_WEAPON_SWAP_SHOWN_IN_SKILLS_AFTER_UNLOCK_POINTER_BOX)
    end)
    local function OnConfirmHideScene(...)
        self:OnConfirmHideScene(...)
    end
    local function OnSkillPointAllocationModeChanged()
        self.skillLinesTreeRefreshGroup:MarkDirty("Visible")
        self.skillListRefreshGroup:MarkDirty("Visible")
        self:UpdateKeybinds()
        -- Only set a hide confirmation callback when we are in a mode where you will lose your changes when leaving
        -- If we always have a callback we will cause a small visual hiccup with the main menu tabs if we don't
        -- actually show a confirmation and immediately accept.
        if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
            KEYBOARD_SKILLS_SCENE:SetHideSceneConfirmationCallback(OnConfirmHideScene)
        else
            KEYBOARD_SKILLS_SCENE:SetHideSceneConfirmationCallback(nil)
        end
    end
    SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("SkillPointAllocationModeChanged", OnSkillPointAllocationModeChanged)
    SKILLS_AND_ACTION_BAR_MANAGER:RegisterCallback("RespecStateReset", OnFullSystemUpdated)
    -- make sure we've correctly set our hide confirmation callback to start with
    if SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
        KEYBOARD_SKILLS_SCENE:SetHideSceneConfirmationCallback(OnConfirmHideScene)
    end
    control:RegisterForEvent(EVENT_PLAYER_DEACTIVATED, function() self:OnPlayerDeactivated() end)
    local function OnPurchaseLockStateChanged()
        self.skillListRefreshGroup:MarkDirty("Visible")
    end
    control:RegisterForEvent(EVENT_ACTION_BAR_LOCKED_REASON_CHANGED, OnPurchaseLockStateChanged)
    local function OnCollectibleUpdated(collectibleId)
        local collectibleData = ZO_COLLECTIBLE_DATA_MANAGER:GetCollectibleDataById(collectibleId)
        if collectibleData:IsSkillStyle() then
            local entries = ZO_ScrollList_GetDataList(self.skillList)
            for index, entry in ipairs(entries) do
                if entry.data.skillData and entry.control and entry.data.skillData.progressionId == collectibleData:GetSkillStyleProgressionId() then
                    local entryCollectibleId = GetActiveProgressionSkillAbilityFxOverrideCollectibleId(entry.data.skillData.progressionId)
                    if entryCollectibleId == 0 then
                        entry.control.skillStyleControl.defaultStyleButton:SetHidden(false)
                        entry.control.skillStyleControl.selectedStyleButton:SetHidden(true)
                    else
                        entry.control.skillStyleControl.defaultStyleButton:SetHidden(true)
                        entry.control.skillStyleControl.selectedStyleButton:SetHidden(false)
                        entry.control.skillStyleControl.selectedStyleButton.icon:SetTexture(collectibleData:GetIcon())
                    end
                end
            end
        end
    end
    ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectibleUpdated", OnCollectibleUpdated)
    local function OnCollectionUpdated(collectionUpdateType, collectiblesByNewUnlockState)
        local scribingCollectibleData = SCRIBING_DATA_MANAGER:GetScribingUnlockCollectibleData()
        for _, unlockStateTable in pairs(collectiblesByNewUnlockState) do
            for _, collectibleData in ipairs(unlockStateTable) do
                if collectibleData == scribingCollectibleData then
                    MAIN_MENU_KEYBOARD:UpdateSceneGroupButtons("skillsSceneGroup")
                end
            end
        end
    end
    ZO_COLLECTIBLE_DATA_MANAGER:RegisterCallback("OnCollectionUpdated", OnCollectionUpdated)
end
function ZO_SkillsManager:GetSelectedSkillLineData()
    return self.skillLinesTree:GetSelectedData()
end
function ZO_SkillsManager:UpdateKeybinds()
    if SKILLS_FRAGMENT:IsShowing() then
        KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
    end
end
function ZO_SkillsManager:UpdateSkillsAdvisorVisibility()
    if SKILLS_FRAGMENT:IsShowing() then
        if not ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() or self.showAdvisorInAdvancedMode then
            SCENE_MANAGER:RemoveFragment(FRAME_TARGET_STANDARD_RIGHT_PANEL_FRAGMENT)
            SCENE_MANAGER:RemoveFragment(FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_FRAGMENT)
            SCENE_MANAGER:AddFragment(FRAME_TARGET_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT)
            SCENE_MANAGER:AddFragment(FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT)
            SCENE_MANAGER:AddFragment(SKILLS_ADVISOR_FRAGMENT)
        else
            SCENE_MANAGER:RemoveFragment(SKILLS_ADVISOR_FRAGMENT)
            SCENE_MANAGER:RemoveFragment(FRAME_TARGET_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT)
            SCENE_MANAGER:RemoveFragment(FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_MEDIUM_LEFT_PANEL_FRAGMENT)
            SCENE_MANAGER:AddFragment(FRAME_TARGET_STANDARD_RIGHT_PANEL_FRAGMENT)
            SCENE_MANAGER:AddFragment(FRAME_TARGET_BLUR_STANDARD_RIGHT_PANEL_FRAGMENT)
        end
        self:UpdateKeybinds()
    end
end
function ZO_SkillsManager:IsSkillsAdvisorShown()
    return not ZO_SKILLS_ADVISOR_SINGLETON:IsAdvancedModeSelected() or self.showAdvisorInAdvancedMode
end 
function ZO_SkillsManager:StopSelectedSkillBuildSkillAnimations()
    if self.selectedSkillBuildIconTimeline and self.selectedSkillBuildIconTimeline:IsPlaying() then
        self.selectedSkillBuildIconTimeline:Stop()
    end
    if self.selectedSkillBuildIconLoopTimeline and self.selectedSkillBuildIconLoopTimeline:IsPlaying() then
        self.selectedSkillBuildIconLoopTimeline:Stop()
    end
    if self.selectedSkillBuildIncreaseTimeline and self.selectedSkillBuildIncreaseTimeline:IsPlaying() then
        self.selectedSkillBuildIncreaseTimeline:Stop()
    end
    if self.selectedSkillBuildIncreaseLoopTimeline and self.selectedSkillBuildIncreaseLoopTimeline:IsPlaying() then
        self.selectedSkillBuildIncreaseLoopTimeline:Stop()
    end
end
function ZO_SkillsManager:PlaySelectedSkillBuildSkillAnimations(abilityControl)
    if abilityControl then
        -- If animation if currently playing then stop it before starting new animation
        if not self.selectedSkillBuildIconTimeline then 
            self.selectedSkillBuildIconTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("SkillBuildSelectionIconAnim")
        end
        if not self.selectedSkillBuildIconLoopTimeline then 
            self.selectedSkillBuildIconLoopTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("SkillBuildSelectionIconLoopAnim")
        end
        local abilitySlotControl = abilityControl:GetNamedChild("Slot")
        local abilitySlotAnimTexture = abilitySlotControl:GetNamedChild("SelectedSkillBuildIconAnim")
        local iconAnimationObject = self.selectedSkillBuildIconTimeline:GetFirstAnimation()
        local iconAnimationLoopObject = self.selectedSkillBuildIconLoopTimeline:GetFirstAnimation()
        local skillsObject = self
        local textureFile
        local loopTextureFile
        local skillProgressionData = abilityControl.skillProgressionData
        local skillPointAllocator = skillProgressionData:GetSkillData():GetPointAllocator()
        local isAdvised = skillProgressionData:IsAdvised()
        if skillProgressionData:IsPassive() then
            if isAdvised then
                textureFile = "EsoUI/Art/SkillsAdvisor/animation_circle_1024x64_FLASH.dds"
                loopTextureFile = "EsoUI/Art/SkillsAdvisor/animation_circle_4096x64.dds"
            else
                textureFile = "EsoUI/Art/SkillsAdvisor/animation_circleSingle_1024x64_FLASH.dds"
                loopTextureFile = "EsoUI/Art/SkillsAdvisor/animation_circleSingle_4096x64.dds"
            end
        else
            if isAdvised then
                textureFile = "EsoUI/Art/SkillsAdvisor/animation_square_1024x64_FLASH.dds"
                loopTextureFile = "EsoUI/Art/SkillsAdvisor/animation_square_4096x64.dds"
            else
                textureFile = "EsoUI/Art/SkillsAdvisor/animation_squareSingle_1024x64_FLASH.dds"
                loopTextureFile = "EsoUI/Art/SkillsAdvisor/animation_squareSingle_4096x64.dds"
            end
        end
        iconAnimationObject:SetAnimatedControl(abilitySlotAnimTexture)
        iconAnimationLoopObject:SetAnimatedControl(abilitySlotAnimTexture)
        local function OnStopIcon(_, completedPlaying)
            abilitySlotAnimTexture:SetTexture(loopTextureFile)
            if completedPlaying then 
                skillsObject.selectedSkillBuildIconLoopTimeline:PlayFromStart()
            else
                abilitySlotAnimTexture:SetHidden(true)
            end
        end
        self.selectedSkillBuildIconTimeline:SetHandler("OnStop", OnStopIcon)
        local function OnLoopStopIcon()
            abilitySlotAnimTexture:SetHidden(true)
        end
        self.selectedSkillBuildIconLoopTimeline:SetHandler("OnStop", OnLoopStopIcon)
        abilitySlotAnimTexture:SetTexture(textureFile)
        abilitySlotAnimTexture:SetHidden(false)
        self.selectedSkillBuildIconTimeline:PlayFromStart()
        local showIncreaseAdd = skillPointAllocator:CanPurchase() or skillPointAllocator:CanIncreaseRank()
        local showIncreaseMorph = skillPointAllocator:CanMorph()
        -- Increase Animation Setup
        if showIncreaseAdd or showIncreaseMorph then
            if not self.selectedSkillBuildIncreaseTimeline then 
                self.selectedSkillBuildIncreaseTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("SkillBuildSelectionIncreaseAnim")
            end
            if not self.selectedSkillBuildIncreaseLoopTimeline then 
                self.selectedSkillBuildIncreaseLoopTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual("SkillBuildSelectionIncreaseLoopAnim")
            end
            local increaseAnimationObject = self.selectedSkillBuildIncreaseTimeline:GetFirstAnimation()
            local increaseAnimationLoopObject = self.selectedSkillBuildIncreaseLoopTimeline:GetFirstAnimation()
            local abilityIncreaseAnimTexture = abilityControl:GetNamedChild("SelectedSkillBuildIncreaseAnim")
            local increaseTexture = ""
            local increaseTextureLoop = ""
            if showIncreaseAdd then
                increaseTexture = "EsoUI/Art/SkillsAdvisor/animation_add_1024x64_FLASH.dds"
                increaseTextureLoop = "EsoUI/Art/SkillsAdvisor/animation_add_4096x64.dds"
            elseif showIncreaseMorph then
                increaseTexture = "EsoUI/Art/SkillsAdvisor/animation_morph_1024x64_FLASH.dds"
                increaseTextureLoop = "EsoUI/Art/SkillsAdvisor/animation_morph_4096x64.dds"
            end
            increaseAnimationObject:SetAnimatedControl(abilityIncreaseAnimTexture)
            increaseAnimationLoopObject:SetAnimatedControl(abilityIncreaseAnimTexture)
                
            local function OnStopIncrease(_, completedPlaying)
                abilityIncreaseAnimTexture:SetTexture(increaseTextureLoop)
                if completedPlaying then
                    skillsObject.selectedSkillBuildIncreaseLoopTimeline:PlayFromStart()
                else
                    abilityIncreaseAnimTexture:SetHidden(true)
                end
            end
            self.selectedSkillBuildIncreaseTimeline:SetHandler("OnStop", OnStopIncrease)
            local function OnLoopStopIncrease()
                abilityIncreaseAnimTexture:SetHidden(true)
            end
            self.selectedSkillBuildIncreaseLoopTimeline:SetHandler("OnStop", OnLoopStopIncrease)
            abilityIncreaseAnimTexture:SetTexture(increaseTexture)
            abilityIncreaseAnimTexture:SetHidden(false)
            self.selectedSkillBuildIncreaseTimeline:PlayFromStart()
        end
    end
end
function ZO_SkillsManager:BrowseToSkill(scrollToSkillData)
    local skillLineData = scrollToSkillData:GetSkillLineData()
    -- Set skillLinesTree to category containing skill and refresh skillList
    local selectedData = self:GetSelectedSkillLineData()
    if selectedData ~= skillLineData then
        local node = self.skillLineIdToNode[skillLineData:GetId()]
        if node then
            self:StopSelectedSkillBuildSkillAnimations()
            self.skillLinesTree:SelectNode(node)
        else
            -- SkillLine is not known or yet advised
            self.selectSkillDataOnRefresh = scrollToSkillData
            skillLineData:SetAdvised(true)
            scrollToSkillData = nil
        end
    end
    if scrollToSkillData then
        self:ScrollToSkillData(scrollToSkillData)
    end
end
function ZO_SkillsManager:ScrollToSkillData(skillData)
    -- Get DataIndex of set ability in skillList and scroll that index into view
    local dataIndex = nil
    local dataValue = nil
    local entries = ZO_ScrollList_GetDataList(self.skillList)
    for index, entry in ipairs(entries) do
        if entry.data.skillData == skillData then
            dataIndex = index
            dataValue = entry.data
            break
        end
    end
    local function PlaySkillBuildAnimation(successfulAnimateInView)
        if successfulAnimateInView then
            -- Play Glow Animation on selected skill
            local abilityControl = ZO_ScrollList_GetDataControl(self.skillList, dataValue)
            self:PlaySelectedSkillBuildSkillAnimations(abilityControl)
            self:FireCallbacks("OnReadyToHandleClickAction")
        end
    end
    if dataIndex then
        ZO_ScrollList_ScrollDataToCenter(self.skillList, dataIndex, PlaySkillBuildAnimation)
    end
end
function ZO_SkillsManager:RefreshSkillLineInfo(forceInit)
end
function ZO_SkillsManager:RefreshSkillPointInfo()
    local availablePoints = SKILL_POINT_ALLOCATION_MANAGER:GetAvailableSkillPoints()
    self.availablePointsLabel:SetText(zo_strformat(SI_SKILLS_POINTS_TO_SPEND, availablePoints))
    local skyShards = GetNumSkyShards()
    self.skyShardsLabel:SetText(zo_strformat(SI_SKILLS_SKY_SHARDS_COLLECTED, skyShards))
end
do
    local g_shownHeaderTexts = {}
    function ZO_SkillsManager:RebuildSkillList()
        local skillLineData = self:GetSelectedSkillLineData()
        local scrollData = ZO_ScrollList_GetDataList(self.skillList)
        ZO_ScrollList_Clear(self.skillList)
        ZO_ClearTable(g_shownHeaderTexts)
        local function IsSkillVisible(skillData)
            return not skillData:IsHidden()
        end
        for _, skillData in skillLineData:SkillIterator({ IsSkillVisible }) do
            local headerText = skillData:GetHeaderText()
            if not g_shownHeaderTexts[headerText] then
                table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILL_HEADER_DATA, { headerText = headerText }))
                g_shownHeaderTexts[headerText] = true
            end
            table.insert(scrollData, ZO_ScrollList_CreateDataEntry(SKILL_ABILITY_DATA,  { skillData = skillData, }))
        end
        ZO_ScrollList_Commit(self.skillList)
        self:RefreshSkillLineDisplay(skillLineData)
    end
end
function ZO_SkillsManager:RefreshSkillLineDisplay(skillLineData)
    if not skillLineData:IsAvailable() and skillLineData:IsAdvised() then
        self.advisedOverlay:Show(skillLineData)
        self.skillList:SetAlpha(0.1)
    else
        self.advisedOverlay:Hide()
        self.skillList:SetAlpha(1)
    end 
end
function ZO_SkillsManager:RefreshActionbarState()
    ACTION_BAR_ASSIGNMENT_MANAGER:UpdateWerewolfBarStateInCycle(self:GetSelectedSkillLineData())
end
do
    local function IsSkillLineAvailableOrAdvised(skillLineData)
        return skillLineData:IsAvailable() or skillLineData:IsAdvised()
    end
    local SKILL_LINE_FILTERS = { IsSkillLineAvailableOrAdvised }
    function ZO_SkillsManager:RebuildSkillLineList()
        self.skillLinesTree:Reset()
        ZO_ClearTable(self.skillLineIdToNode)
        for _, skillTypeData in SKILLS_DATA_MANAGER:SkillTypeIterator() do
            local parent
            for _, skillLineData in skillTypeData:SkillLineIterator(SKILL_LINE_FILTERS) do
                if not parent then
                    parent = self.skillLinesTree:AddNode("ZO_SkillIconHeader", skillTypeData)
                end
                local node = self.skillLinesTree:AddNode("ZO_SkillsNavigationEntry", skillLineData, parent)
                self.skillLineIdToNode[skillLineData:GetId()] = node
            end
        end
        self.skillLinesTree:Commit()
        local FORCE_INIT = true
        self:RefreshSkillLineInfo(FORCE_INIT)
        self:RefreshSkillPointInfo()
        self.skillListRefreshGroup:MarkDirty("List")
        self.skillListRefreshGroup:TryClean()
        if self.selectSkillDataOnRefresh ~= nil then
            local skillLineData = self.selectSkillDataOnRefresh:GetSkillLineData()
            self.skillLinesTree:SelectNode(self.skillLineIdToNode[skillLineData:GetId()])
            self:ScrollToSkillData(self.selectSkillDataOnRefresh)
            self.selectSkillDataOnRefresh = nil
        end
    end
end
function ZO_SkillsManager:OnShown()
    self.skillLinesTreeRefreshGroup:TryClean()
    self.skillListRefreshGroup:TryClean()
    KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor)
    self.assignableActionBar:RefreshAllButtons()
    local level = GetUnitLevel("player")
    if level >= GetWeaponSwapUnlockedLevel() then
        TriggerTutorial(TUTORIAL_TRIGGER_WEAPON_SWAP_SHOWN_IN_SKILLS_AFTER_UNLOCK_POINTER_BOX)
    end
end
function ZO_SkillsManager:OnHidden()
    KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
    SKILLS_AND_ACTION_BAR_MANAGER:ResetInterface()
    ACTION_BAR_ASSIGNMENT_MANAGER:CancelPendingWeaponSwap()
end
function ZO_SkillsManager:OnConfirmHideScene(scene, nextSceneName, bypassHideSceneConfirmationReason)
    if bypassHideSceneConfirmationReason == nil and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
        ZO_Dialogs_ShowDialog("CONFIRM_REVERT_CHANGES",
        {
            confirmCallback = function() scene:AcceptHideScene() end,
            declineCallback = function() scene:RejectHideScene() end,
        })
    else
        scene:AcceptHideScene()
    end
end
function ZO_SkillsManager:OnPlayerDeactivated()
    --If we are deactivated we might be jumping somewhere else. We also might be in the respec interaction which will not be valid when we get where we are going. So just clear out the respec here.
    if KEYBOARD_SKILLS_SCENE:IsShowing() and SKILLS_AND_ACTION_BAR_MANAGER:DoesSkillPointAllocationModeBatchSave() then
        SCENE_MANAGER:RequestShowLeaderBaseScene(ZO_BHSCR_SKILLS_PLAYER_DEACTIVATED)
    end
end
    InitializeTooltip(SkillTooltip, control, TOPLEFT, 5, -5, TOPRIGHT)
    local DONT_SHOW_SKILL_POINT_COST = false
    local SHOW_UPGRADE_TEXT = true
    local DONT_SHOW_BAD_MORPH = false
    control.skillProgressionData:SetKeyboardTooltip(SkillTooltip, DONT_SHOW_SKILL_POINT_COST, SHOW_UPGRADE_TEXT, control.showAdvice, DONT_SHOW_BAD_MORPH, control.overrideRank)
end
    SKILLS_WINDOW:OnShown()
end
    SKILLS_WINDOW:OnHidden()
end
    SKILLS_WINDOW = ZO_SkillsManager:New(control)
end
    self.statusIcon = self:GetNamedChild("StatusIcon")
end
    self.statusIcon = self:GetNamedChild("StatusIcon")
end
    if self.data and self.data.collectibleData then
        local offsetX = ZO_SelectSkillStyleDialog:GetRight() - self:GetRight() + 5
        InitializeTooltip(ItemTooltip, self, LEFT, offsetX, 0, RIGHT)
        local SHOW_NICKNAME = true
        local SHOW_PURCHASABLE_HINT = true
        local SHOW_BLOCK_REASON = true
        ItemTooltip:SetCollectible(self.data.collectibleData:GetId(), SHOW_NICKNAME, SHOW_PURCHASABLE_HINT, SHOW_BLOCK_REASON, GAMEPLAY_ACTOR_CATEGORY_PLAYER)
    end
end
    ClearTooltip(ItemTooltip)
end
    local offsetX = ZO_SelectSkillStyleDialog:GetRight() - self:GetRight() + 5
    InitializeTooltip(InformationTooltip, self, LEFT, offsetX, 0, RIGHT)
    InformationTooltip:AddLine(GetString(SI_SKILL_STYLING_TOOLTIP_DEFAULT_TITLE), "", ZO_NORMAL_TEXT:UnpackRGBA())
    InformationTooltip:AddLine(GetString(SI_SKILL_STYLING_TOOLTIP_DEFAULT_DESCRIPTION), "", ZO_NORMAL_TEXT:UnpackRGBA())
end
    ClearTooltip(InformationTooltip)
end