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--showRankNeededLine: adds a line with the skill line rank needed to unlock the specific progression--showPointSpendLine: adds a line telling the user they can spend a skill point to purchase/upgrade/morph the ability--showAdvisedLine: adds a line if the skill progression is advised--showRespecToFixBadMorphLine: adds a line telling the player to respec if the player has chosen the incorrect (not-advised) morph--showUpgradeInfoBlock: adds a block of text explaining what upgrading the skill does. For passives it adds the next rank description below the current. For morphs it adds text explaining what the morph changes.--shouldOverrideRankForComparison: changes the tooltip to reference rank 1 instead of the rank the player has and removes the skill XP bar.function ZO_Tooltip:LayoutSkillProgression(skillProgressionData, showRankNeededLine, showPointSpendLine, showAdvisedLine, showRespecToFixBadMorphLine, showUpgradeInfoBlock, shouldOverrideRankForComparison) local isActive = not isPassive if isCraftedAbility then -- We always want to show the actual skill, never an override end local isNonCraftedActive = isActive and not isCraftedAbility --Rank Needed Line local hadRankNeededLineToShow = false if showRankNeededLine then if not isPurchased then --Skill progression data is the skill progression data that would be isPurchased headerSection:AddLine(zo_strformat(SI_SKILL_ABILITY_TOOLTIP_LEVEL_UNLOCK_INFO, skillData:GetCharacterLevelNeededToPurchase()), self:GetStyle("failed"), self:GetStyle("abilityHeader")) end headerSection:AddLine(zo_strformat(SI_ABILITY_UNLOCKED_AT, skillLineName, skillData:GetLineRankNeededToPurchase()), self:GetStyle("failed"), self:GetStyle("abilityHeader")) end hadRankNeededLineToShow = true end else if isPassive then --Skill progression data is the skill progression data that is being upgraded from if nextSkillProgressionData then headerSection:AddLine(zo_strformat(SI_SKILL_ABILITY_TOOLTIP_UPGRADE_LEVEL_UNLOCK_INFO, nextSkillProgressionData:GetCharacterLevelNeededToUnlock()), self:GetStyle("failed"), self:GetStyle("abilityHeader")) end headerSection:AddLine(zo_strformat(SI_SKILL_ABILITY_TOOLTIP_UPGRADE_RANK_UNLOCK_INFO, skillLineName, nextSkillProgressionData:GetLineRankNeededToUnlock()), self:GetStyle("failed"), self:GetStyle("abilityHeader")) end hadRankNeededLineToShow = true end end end end end --Skill Point Spending Line if showPointSpendLine and not hadRankNeededLineToShow and skillPointAllocator:GetProgressionData() == skillProgressionData then -- TODO Class Mastery: Use a point allocation manager rather than GetNumClassMasteryPoints to get numAvailable class mastery points. local availableSkillPoints = skillLineData:IsClassMastery() and SKILL_POINT_ALLOCATION_MANAGER:GetAvailableClassMasteryPointsForSkillLine(skillLineData) or SKILL_POINT_ALLOCATION_MANAGER:GetAvailableSkillPoints() local skillPointCost = skillLineData:IsClassMastery() and skillLineData:GetClassMasteryCost() or skillData:GetSkillPointCostMultiplier() local hasEnoughSkillPoints = availableSkillPoints >= skillPointCost if not isPurchased then --Skill progression data is the skill progression data that would be isPurchased else end end else if isNonCraftedActive then end elseif isPassive then --Skill progression data is the skill progression data that is being upgrade from if nextSkillProgressionData then end end end end end --Advised Line if showAdvisedLine then headerSection:AddLine(GetString(SI_SKILLS_ADVISOR_GAMEPAD_ADVISED_SKILL), self:GetStyle("succeeded"), self:GetStyle("abilityHeader")) end else headerSection:AddLine(GetString(SI_SKILLS_ADVISOR_GAMEPAD_ADVISED_SKILL), self:GetStyle("succeeded"), self:GetStyle("abilityHeader")) end end end --Respec To Fix Bad Morph Line if showRespecToFixBadMorphLine then headerSection:AddLine(GetString(SI_ABILITY_TOOLTIP_NOT_ADVISED_SUGGESTION), self:GetStyle("bodyHeader"), self:GetStyle("abilityHeader")) end end --Passives and actives can both show a block of text that explains what upgrading or morphing them will change but they are done different ways. local passiveUpgradeSectionSkillProgressionData local addNewEffects = false if showUpgradeInfoBlock then if isPassive then if isPurchased then end end else addNewEffects = true end end --Morphed From Header headerSection:AddLine(zo_strformat(SI_ABILITY_TOOLTIP_MORPHS_FROM, baseMorphProgressionData:GetName()), self:GetStyle("abilityHeader")) end --Class Header end --Ability Tooltip local nameRank local activeRank if not isCraftedAbility then if shouldOverrideRankForComparison then if isActive then activeRank = 1 end nameRank = 1 else if isActive then nameRank = activeRank else end end end --if you have never owned an active then the rank is nil and we show no rank in the title if nameRank == nil then else end if isNonCraftedActive then --No point in showing the current XP if we overriding the rank anyway if not shouldOverrideRankForComparison then --if you have never owned an active then the rank is nil and we don't show an XP bar end end end if isActive then end if addNewEffects then end --Passive Upgrade Section if passiveUpgradeSectionSkillProgressionData then newEffectSection:AddLine(GetString(SI_ABILITY_TOOLTIP_NEXT_RANK), self:GetStyle("newEffectTitle"), self:GetStyle("bodyHeader")) newEffectSection:AddLine(description, self:GetStyle("newEffectBody"), self:GetStyle("bodyDescription")) endend-- In most cases, you should prefer LayoutSkillProgressionData(), which carries inside of it the abilityId associated with that progression.-- This is for cases where we might want to show an ability that is indirectly associated with a progression, like for example a chain ability. if currentRank then --Morphed From Header headerSection:AddLine(zo_strformat(SI_ABILITY_TOOLTIP_MORPHS_FROM, baseMorphProgressionData:GetName()), self:GetStyle("abilityHeader")) end --Class Header end end else endenddo local ATTRIBUTE_DESCRIPTIONS = { [ATTRIBUTE_HEALTH] = SI_ATTRIBUTE_TOOLTIP_HEALTH, [ATTRIBUTE_MAGICKA] = SI_ATTRIBUTE_TOOLTIP_MAGICKA, [ATTRIBUTE_STAMINA] = SI_ATTRIBUTE_TOOLTIP_STAMINA, } -- We don't show any attribute stat increases while in battle leveled zones because -- it doesn't make any sense based on how battle leveling now works local statType = STAT_TYPES[attributeType] attributePair:SetStat(zo_strformat(SI_STAT_NAME_FORMAT, GetString("SI_DERIVEDSTATS", statType)), self:GetStyle("statValuePairStat")) if pendingBonus > 0 then upgradePair:SetStat(zo_strformat(SI_GAMEPAD_LEVELUP_PENDING_BONUS_LABEL, GetString("SI_ATTRIBUTES", attributeType)), self:GetStyle("statValuePairStat")) upgradePair:SetValue(zo_strformat(SI_STAT_PENDING_BONUS_FORMAT, pendingBonus), self:GetStyle("succeeded"), self:GetStyle("statValuePairValue")) end end descriptionSection:AddLine(GetString(ATTRIBUTE_DESCRIPTIONS[attributeType]), self:GetStyle("bodyDescription")) endend --Unlocks at rank X headerSection:AddLine(zo_strformat(SI_ABILITY_UNLOCKED_AT, skillLineName, lineRankNeededToUnlock), self:GetStyle("failed"), self:GetStyle("abilityHeader")) end local NO_OVERRIDE_RANK = nil end local NO_OVERRIDE_DESCRIPTION = nilend if skillLineData:IsAvailable() or skillLineData:IsProgressionAccountWide() or skillLineData:IsClassSkillLine() then local lastHeader = nil end if lastHeader ~= currentHeader then lastHeader = currentHeader end local DONT_OVERRIDE_SLOT_INDEX = nil local DONT_OVERRIDE_HOT_BAR = nil ZO_GamepadSkillEntryPreviewRow_Setup(rowControl, skillData, DONT_OVERRIDE_SLOT_INDEX, DONT_OVERRIDE_HOT_BAR, isReadOnly) end self:LayoutTitleAndMultiSectionDescriptionTooltip(skillLineData:GetFormattedName(), skillLineData:GetUnlockText()) endenddo local DEFAULT_SHOW_AS_HOLD = nil -- Returns narration text for a skill, formatted with upgrade status and bindings. -- returns: (string) "<detailed skill name>[ Upgradable/Purchasable/Morphed/Locked][, bound to <key or button input>]" -- ex: "Scorch IV, Purchasable, bound to 3" local narration = "" -- Annotate the skill name with available actions. if increaseAction == ZO_SKILL_POINT_ACTION.PURCHASE then elseif increaseAction == ZO_SKILL_POINT_ACTION.INCREASE_RANK then elseif increaseAction == ZO_SKILL_POINT_ACTION.MORPH then else narration = skillName end -- Append ", bound to [key]" if applicable. if actionSlotIndex then local keyboardActionName, gamepadActionName = ACTION_BAR_ASSIGNMENT_MANAGER:GetKeyboardAndGamepadActionNameForSlot(actionSlotIndex, hotbarCategory) local inputBindingText = ZO_Keybindings_GetPreferredHighestPriorityNarrationStringFromActions(keyboardActionName, gamepadActionName, DEFAULT_SHOW_AS_HOLD) or NOT_BOUND_ACTION_STRING end return narration endend local lastHeader = nil if lastHeader ~= currentHeader then lastHeader = currentHeader end end self:LayoutTitleAndMultiSectionDescriptionTooltip(skillLineData:GetFormattedName(), skillLineData:GetUnlockText()) endenddo local COMPANION_SKILLS_FILTER = { function(actionSlotData) end, } end endend |