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ZO_CHROMA_UNDERLAY_ALPHA = . 5
end
{
[ CHROMA_DEVICE_TYPE_KEYBOARD ] = ZO_ChromaCStyleCustomSingleColorFadingEffect : New ( CHROMA_DEVICE_TYPE_KEYBOARD , ZO_CHROMA_EFFECT_DRAW_LEVEL . DEATH , CHROMA_CUSTOM_EFFECT_GRID_STYLE_FULL , ZO_CHROMA_ANIMATION_TIMER_DATA . DEATH_PULSATE , DEAD_EFFECT_COLOR , CHROMA_BLEND_MODE_NORMAL ) ,
[ CHROMA_DEVICE_TYPE_KEYPAD ] = ZO_ChromaCStyleCustomSingleColorFadingEffect : New ( CHROMA_DEVICE_TYPE_KEYPAD , ZO_CHROMA_EFFECT_DRAW_LEVEL . DEATH , CHROMA_CUSTOM_EFFECT_GRID_STYLE_FULL , ZO_CHROMA_ANIMATION_TIMER_DATA . DEATH_PULSATE , DEAD_EFFECT_COLOR , CHROMA_BLEND_MODE_NORMAL ) ,
[ CHROMA_DEVICE_TYPE_MOUSE ] = ZO_ChromaCStyleCustomSingleColorFadingEffect : New ( CHROMA_DEVICE_TYPE_MOUSE , ZO_CHROMA_EFFECT_DRAW_LEVEL . DEATH , CHROMA_CUSTOM_EFFECT_GRID_STYLE_FULL , ZO_CHROMA_ANIMATION_TIMER_DATA . DEATH_PULSATE , DEAD_EFFECT_COLOR , CHROMA_BLEND_MODE_NORMAL ) ,
[ CHROMA_DEVICE_TYPE_MOUSEPAD ] = ZO_ChromaCStyleCustomSingleColorFadingEffect : New ( CHROMA_DEVICE_TYPE_MOUSEPAD , ZO_CHROMA_EFFECT_DRAW_LEVEL . DEATH , CHROMA_CUSTOM_EFFECT_GRID_STYLE_FULL , ZO_CHROMA_ANIMATION_TIMER_DATA . DEATH_PULSATE , DEAD_EFFECT_COLOR , CHROMA_BLEND_MODE_NORMAL ) ,
[ CHROMA_DEVICE_TYPE_HEADSET ] = ZO_ChromaPredefinedEffect : New ( CHROMA_DEVICE_TYPE_HEADSET , ZO_CHROMA_EFFECT_DRAW_LEVEL . DEATH , ChromaCreateHeadsetBreathingEffect , r , g , b ) ,
}
self : SetVisualDataForKeybindAction ( "ACTION_BUTTON_9" , ZO_CHROMA_ANIMATION_TIMER_DATA . QUICKSLOT_ONE_PULSE , QUICKSLOT_READY_COLOR , CHROMA_BLEND_MODE_NORMAL , ZO_CHROMA_EFFECT_DRAW_LEVEL . ACTIVE_KEY_ACTION )
self : SetVisualDataForKeybindAction ( "ACTION_BUTTON_8" , ZO_CHROMA_ANIMATION_TIMER_DATA . ULTIMATE_ONE_PULSE , ULTIMATE_READY_COLOR , CHROMA_BLEND_MODE_NORMAL , ZO_CHROMA_EFFECT_DRAW_LEVEL . ACTIVE_KEY_ACTION )
self : SetVisualDataForKeybindAction ( keybindAction , ZO_CHROMA_ANIMATION_TIMER_DATA . KEYBIND_PROMPT_PULSATE , ZO_CHROMA_ACTIVE_KEY_COLOR , CHROMA_BLEND_MODE_NORMAL , ZO_CHROMA_EFFECT_DRAW_LEVEL . DEATH + 1 )
end
end
else
end
end
local ultimateCost = GetSlotAbilityCost ( ACTION_BAR_ULTIMATE_SLOT_INDEX + 1 , COMBAT_MECHANIC_FLAGS_ULTIMATE )
if currentUltimatePower >= ultimateCost then
else
end
end
end
end
end
end
end
end
end
end |