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-- Verify that the control has skillLineData and is truly visible for systems like Universal Deconstruction that do not show/hide the XP bar.
SKILLS_WINDOW : StopSelectedSkillBuildSkillAnimations ( ) -- TODO: Companions, remove direct skills reference
end
end
end
local skillInfoXPBar = skillLineInfo . xpBar
local dontWrap = skillInfoXPBarControl . skillLineData ~= skillLineData or forceInit
skillInfoXPBarControl . skillLineData = skillLineData
ZO_SkillInfoXPBar_SetValue ( skillInfoXPBar , skillLineData : GetCurrentRank ( ) , lastRankXP , nextRankXP , currentRankXP , dontWrap )
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
end
end
if isPassive then
else
end
if isPassive then
advisedBorder : SetTexture ( "EsoUI/Art/SkillsAdvisor/circle_passiveAbilityFrame_doubleframeCorners.dds" )
else
end
else
if isPassive then
else
end
if advisedBorder then
end
end
end
-- ZO_Skills_AbilitySlot
SKILLS_WINDOW : StopSelectedSkillBuildSkillAnimations ( ) -- TODO: Companions, remove direct skills reference
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 )
end
end
end
-- AbilityEntry
-- An ability entry represents a skill data in a list, and provides controls for manipulating them.
control . skillStyleControl . defaultStyleButton = control . skillStyleControl : GetNamedChild ( "DefaultStyle" )
control . skillStyleControl . selectedStyleButton = control . skillStyleControl : GetNamedChild ( "SelectedStyle" )
control . skillStyleControl . selectedStyleButton . icon = control . skillStyleControl . selectedStyleButton : GetNamedChild ( "Icon" )
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" ,
} ,
}
end
local isActive = not isPassive
-- slot
local hasSlotStatusUpdated = skillData : HasUpdatedStatusByType ( ZO_SKILL_DATA_NEW_STATE . MORPHABLE ) or skillData : HasUpdatedStatusByType ( ZO_SKILL_DATA_NEW_STATE . CRAFTED_ABILITY )
if collectibleData then
end
end
-- xp bar
if showXPBar then
local dontWrap = lastSkillProgressionData ~= skillProgressionData
else
local NO_LEVEL = nil
local START_XP = 0
local END_XP = 1
local NO_XP = 0
local DONT_WRAP = true
end
-- name
local offsetY = showXPBar and - 10 or 0
if isPurchased then
else
if isUnlocked then
else
end
end
-- increase/decrease buttons
local hideIncreaseButton = true
local hideDecreaseButton = true
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
else
end
hideIncreaseButton = false
end
else
local isFullRespec = skillPointAllocationMode == SKILL_POINT_ALLOCATION_MODE_FULL
hideIncreaseButton = false
hideDecreaseButton = false
else
else
end
end
if canMorph or canPurchase or canIncreaseRank then
else
end
if skillPointAllocator : CanSell ( ) or skillPointAllocator : CanDecreaseRank ( ) or skillPointAllocator : CanUnmorph ( ) then
else
end
end
end
-- Don't show skill style functionality if in respec mode (decrease button showing)
if hideDecreaseButton then
if hideIncreaseButton then
else
end
else
end
skillStyleControl . statusIcon : SetHidden ( not skillData : HasUpdatedStatusByType ( ZO_SKILL_DATA_NEW_STATE . STYLE_COLLECTIBLE ) )
else
end
else
end
end
local isActive = not isPassive
-- slot
-- xp bar
-- name
if isPurchased then
else
if isUnlocked then
else
end
end
-- increase/decrease buttons
end
end
-- ability entry callbacks
end
end
end
end
end
end
end
else
if skillData : GetPointAllocator ( ) : IsPurchased ( ) and control . skillProgressionData == skillData : GetCurrentProgressionData ( ) then
local ultimateSlotIndex = ACTION_BAR_ULTIMATE_SLOT_INDEX + 1
end
end )
end
else
if slotId then
end
end )
end
for actionSlotIndex = ACTION_BAR_FIRST_NORMAL_SLOT_INDEX + 1 , ACTION_BAR_ULTIMATE_SLOT_INDEX do
end
end )
end
end
end
end
end
end
SKILLS_WINDOW : StopSelectedSkillBuildSkillAnimations ( ) -- TODO: Companions, remove direct skills reference
if shift and SKILLS_AND_ACTION_BAR_MANAGER : DoesSkillPointAllocationModeBatchSave ( ) and skillPointAllocator : CanMaxout ( ) then
else
else
end
else
end
end
end
end
if SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY then
if lockedReason == ACTION_BAR_LOCKED_REASON_COMBAT then
elseif lockedReason == ACTION_BAR_LOCKED_REASON_NOT_RESPECCABLE then
SetTooltipText ( InformationTooltip , GetString ( "SI_RESPECRESULT" , RESPEC_RESULT_ACTIVE_HOTBAR_NOT_RESPECCABLE ) )
end
end
end
end
else
end
end
end
if SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY then
if skillProgressionData : IsActive ( ) and skillPointAllocator : IsPurchased ( ) and skillPointAllocator : GetMorphSlot ( ) == MORPH_SLOT_BASE and not skillPointAllocator : CanSell ( ) then
end
end
end
end
end
control : GetParent ( ) . slot . skillData : SetUpdatedStatusByType ( ZO_SKILL_DATA_NEW_STATE . STYLE_COLLECTIBLE , false )
end
-- TODO SkillStyle: Implement
end
end
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 ( ) ) )
end
end |