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ZO_SKILL_POINT_ACTION =
{
NONE = 1 ,
PURCHASE = 2 ,
SELL = 3 ,
INCREASE_RANK = 4 ,
DECREASE_RANK = 5 ,
MORPH = 6 ,
UNMORPH = 7 ,
REMORPH = 8 ,
}
local BROADCAST = true
local DONT_BROADCAST = false
-------------------------------
--Skill Point Allocator Base --
-------------------------------
end
end
end
end
-- Purchased --
end
if not ignoreCallback then
end
end
-- Progression Key --
end
-- Alias
assert ( not self . skillData : IsCraftedAbility ( ) , "Crafted Ability skill, use GetSkillProgressionKey()" )
end
-- Alias
end
if not ignoreCallback then
end
end
-- Delta --
end
end
end
else
end
end
return false
end
return currentProgressionKey ~= self . skillProgressionKey and currentProgressionKey ~= MORPH_SLOT_BASE and self . skillProgressionKey ~= MORPH_SLOT_BASE
end
return false
end
end
return self : IsSellPending ( ) or self : IsSkillProgressionKeyDowngradePending ( ) or self : IsSkillProgressionKeySidegradePending ( )
end
--Returns how many more points will be spent
end
return 0
end
else
return rawPointsAllocated - autoGrantSubtraction
end
end
return 0
end
if allocationMode == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY then
return false
elseif allocationMode == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY then
return false
end
end
end
return true
end
-- Modify --
end
return not self . isPurchased and self . skillData : MeetsLinePurchaseRequirement ( ) and self : HasAvailableSkillPoints ( )
end
return true
end
return false
end
return true
return true
end
end
return false
end
-- Once a skill is at it's lowest (MORPH_SLOT_BASE for active, rank 1 for passive) you can sell the skill to get a point back
-- You cannot sell a progressed skill
-- Debug: Trying to track down data in a bad state
internalassert ( not self . skillData : IsPurchased ( ) or SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) == SKILL_POINT_ALLOCATION_MODE_FULL , "Attempting to sell skill when not in full allocation mode" )
return true
end
return false
end
if nextSkillProgressionData then
end
end
return false
end
return true
end
return false
end
return self . skillData : IsPassive ( ) and self . isPurchased and self . skillProgressionKey > self : GetLowestAllowedRank ( )
end
return 1
end
-- Debug: Trying to track down data in a bad state
internalassert ( self . skillData : GetCurrentRank ( ) < self . skillProgressionKey or SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) == SKILL_POINT_ALLOCATION_MODE_FULL , "Attempting to decrease skill rank when not in full allocation mode" )
return true
end
end
end
return false
end
-- Debug: Trying to track down data in a bad state
internalassert ( self . skillProgressionKey == MORPH_SLOT_BASE or SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) ~= SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY , "Attempting to change skill morph when in purchase-only allocation mode" )
return true
end
return false
end
end
-- Debug: Trying to track down data in a bad state
internalassert ( SKILLS_AND_ACTION_BAR_MANAGER : GetSkillPointAllocationMode ( ) ~= SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY , "Attempting to unmorph skill when in purchase-only allocation mode" )
return true
end
return false
end
end
-- Debug: Trying to track down data in a bad state
internalassert ( allocationMode ~= SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY , "Attempting to clear skill in purchase-only allocation mode" )
local IGNORE_CALLBACKS_UNTIL_LAST_STEP = true
-- Debug: Trying to track down data in a bad state
internalassert ( lowestDecreaseRank == self . skillData : GetCurrentRank ( ) or allocationMode == SKILL_POINT_ALLOCATION_MODE_FULL , "Attempting to decrease skill rank when not in full allocation mode" )
else
end
-- Fire off the appropriate callback unless instructed not to
if not ignoreCallbacks then
-- We didn't sell, only cleared progression key
else
end
end
return true
end
return false
end
end
-- Maxout for active is really just a purchase, because we can't choose a morph for the player
else
local IGNORE_CALLBACKS_UNTIL_LAST_STEP = true
end
end
-- Fire off the appropriate callback unless instructed not to
if not ignoreCallbacks then
else
end
end
end
return true
end
return false
end
return ZO_SKILL_POINT_ACTION . PURCHASE
return ZO_SKILL_POINT_ACTION . REMORPH
else
return ZO_SKILL_POINT_ACTION . MORPH
end
return ZO_SKILL_POINT_ACTION . INCREASE_RANK
else
return ZO_SKILL_POINT_ACTION . NONE
end
end
return ZO_SKILL_POINT_ACTION . SELL
return ZO_SKILL_POINT_ACTION . UNMORPH
return ZO_SKILL_POINT_ACTION . DECREASE_RANK
else
return ZO_SKILL_POINT_ACTION . NONE
end
end
-- Utility --
else
end
end
return false
end
end
local relevantRankData = nil
if isRemoval then
else
end
else
AddActiveChangeToAllocationRequest ( skillLineId , skillData : GetProgressionId ( ) , self . skillProgressionKey , self : IsPurchased ( ) )
end
end
end
return SOUNDS . SKILL_PURCHASED
end
return SOUNDS . SKILL_SOLD
end
return SOUNDS . PASSIVE_SKILL_RANK_INCREASED
end
return SOUNDS . PASSIVE_SKILL_RANK_DECREASED
end
return SOUNDS . ACTIVE_SKILL_MORPH_CHOSEN
end
return SOUNDS . ACTIVE_SKILL_UNMORPHED
end
----------------------------------------
--Purchase-Only Skill Point Allocator --
----------------------------------------
-- Purchase-only interaction fire their changes immediately, they don't accumulate into a giant delta.
return false
end
return false
end
-- Can only go forward in purchase-only mode. No swapping morphs.
end
end
return false
end
return false
end
-------------------------------------
--Morphs-Only Skill Point Allocator --
--------------------------------------
-- You can only sell this skill if it hasn't been purchased on the server yet
end
return false
end
-- You can only decrease rank if it's not lower than the rank saved on the server
end
return SOUNDS . SKILL_RESPEC_PURCHASED
end
return SOUNDS . PASSIVE_SKILL_RESPEC_RANK_INCREASED
end
return SOUNDS . ACTIVE_SKILL_RESPEC_MORPH_CHOSEN
end
-------------------------------
--Full Skill Point Allocator --
-------------------------------
-- No limitations
return SOUNDS . SKILL_RESPEC_PURCHASED
end
return SOUNDS . PASSIVE_SKILL_RESPEC_RANK_INCREASED
end
return SOUNDS . ACTIVE_SKILL_RESPEC_MORPH_CHOSEN
end
--------------------------------------
-- No Actions Skill Point Allocator --
--------------------------------------
-- These are for skills that have nothing to allocate points to/from (i.e. Companion and Crafted Ability skills)
end
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return false
end
return 0
end
return 0
end
return false
end
return false
end
return false
end
return false
end
return false
end
return ZO_SKILL_POINT_ACTION . NONE
end
return ZO_SKILL_POINT_ACTION . NONE
end
-----------------------------------
--Skill Point Allocation Manager --
-----------------------------------
return SKILL_POINT_ALLOCATION_MANAGER
end
end
end
end
end
{
}
SKILLS_DATA_MANAGER : RegisterCallback ( "FullSystemUpdated" , function ( ) self : OnFullSystemUpdated ( ) end )
SKILLS_AND_ACTION_BAR_MANAGER : RegisterCallback ( "SkillPointAllocationModeChanged" , function ( ... ) self : OnSkillPointAllocationModeChanged ( ... ) end )
SKILLS_AND_ACTION_BAR_MANAGER : RegisterCallback ( "RespecStateReset" , function ( ... ) self : OnFullSystemUpdated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_SkillPointAllocationManager" , EVENT_SKILL_POINTS_CHANGED , function ( eventId , ... ) self : OnSkillPointsChanged ( ... ) end )
end
end
end
local allocator = nil
local allocatorKey = skillData . allocatorKey
if allocatorKey then
end
if not allocator then
skillData . allocatorKey = allocatorKey
end
return allocator
end
end
end
function ZO_SkillPointAllocationManager : OnSkillPointAllocationModeChanged ( newSkillPointAllocationMode , oldSkillPointAllocationMode )
end
end
end
else
end
end
function ZO_SkillPointAllocationManager : OnSkillProgressionKeyChanged ( skillPointAllocator , skillProgressionKey , oldSkillProgressionKey )
if skillProgressionKey > oldSkillProgressionKey then
else
end
else
if skillProgressionKey == MORPH_SLOT_BASE then
else
end
end
self : FireCallbacks ( "SkillProgressionKeyChanged" , skillPointAllocator , skillProgressionKey , oldSkillProgressionKey )
end
end
if broadcast and oldAvailableSkillPoints ~= availableSkillPoints then
end
end
if delta ~= 0 then
if broadcast then
end
end
end
end
end
return true
end
return false
end
return true
end
return false
end
return ZO_FilteredNonContiguousTableIterator ( self : GetAllocatorPool ( ) : GetActiveObjects ( ) , allocatorFilterFunctions )
end
local anyChangesAdded = false
local allValidChanges = true
anyChangesAdded = true
else
allValidChanges = false
end
end
-- Debug: Trying to track down data in a bad state
return anyChangesAdded
end
return false
end
end
return true
end
local numPointsAllocated = 0
local allocatorKey = skillData . allocatorKey
if allocator then
else
end
end
return numPointsAllocated
end
local anyCleared = false
local IGNORE_CALLBACKS = true
-- We don't want to make allocators if they don't already exist and we don't need them
local allocatorKey = skillData . allocatorKey
if allocator then
else
local clearMorphsOnly = allocationMode == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY
end
end
anyCleared = true
end
end
if anyCleared then
if not ignoreCallbacks then
end
return true
end
end
return false
end
local anyCleared = false
anyCleared = true
end
end
if anyCleared then
if not ignoreCallbacks then
end
return true
end
end
return false
end
local anyCleared = false
local IGNORE_CALLBACKS = true
anyCleared = true
end
end
end
if anyCleared then
end
end
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