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local SMOOTH_ANIMATE_BAR = true
local SET_BAR = false
return bar
end
local gradient = ZO_POWER_BAR_GRADIENT_COLORS [ COMBAT_MECHANIC_FLAGS_HEALTH ]
end
for i = BOSS_RANK_ITERATION_BEGIN , BOSS_RANK_ITERATION_END do
end
local function PowerUpdateHandlerFunction ( unitTag , powerPoolIndex , powerType , powerPool , powerPoolMax )
end
local powerUpdateEventHandler = ZO_MostRecentPowerUpdateHandler : New ( "BossBar" , PowerUpdateHandlerFunction )
control : RegisterForEvent ( EVENT_BOSSES_CHANGED , function ( _ , forceReset ) self : RefreshAllBosses ( forceReset ) end )
control : RegisterForEvent ( EVENT_INTERFACE_SETTING_CHANGED , function ( _ , settingSystem , settingId ) self : OnInterfaceSettingChanged ( settingSystem , settingId ) end )
control : RegisterForEvent ( EVENT_GAMEPAD_PREFERRED_MODE_CHANGED , function ( ) self : OnGamepadPreferredModeChanged ( ) end )
end
end
end
end
end
if bossEntry ~= nil then
bossEntry . health = health
bossEntry . maxHealth = maxHealth
end
end
local totalHealth = 0
local totalMaxHealth = 0
totalHealth = totalHealth + bossEntry . health
totalMaxHealth = totalMaxHealth + bossEntry . maxHealth
end
end
end
--if there are multiple bosses and one of them dies and despawns in the middle of the fight we
--still want to show them as part of the boss bar (otherwise it will reset to 100%).
local currentBossCount = 0
currentBossCount = currentBossCount + 1
end
end
--if there are no bosses left it's safe to reset everything
end
end
--Events
end
end
end
if settingSystem == SETTING_TYPE_UI and settingId == UI_SETTING_RESOURCE_NUMBERS then
end
end
--Global XML
end |