1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 |
--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
if isLocked then
headerSection : AddLine ( zo_strformat ( SI_ABILITY_UNLOCKED_AT , skillLineName , lineRankNeededToPurchase ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
hadRankNeededLineToShow = true
end
else
if isPassive then
--Skill progression data is the skill progression data that is being upgraded from
if nextSkillProgressionData then
if isLocked then
headerSection : AddLine ( zo_strformat ( SI_SKILL_ABILITY_TOOLTIP_UPGRADE_UNLOCK_INFO , skillLineName , lineRankNeededToUnlock ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
hadRankNeededLineToShow = true
end
end
end
end
end
--Skill Point Spending Line
if showPointSpendLine and not hadRankNeededLineToShow and skillPointAllocator : GetProgressionData ( ) == skillProgressionData then
if not isPurchased then
--Skill progression data is the skill progression data that would be isPurchased
if not isLocked then
if hasAvailableSkillPoint then
headerSection : AddLine ( GetString ( SI_ABILITY_PURCHASE ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
else
headerSection : AddLine ( GetString ( SI_ABILITY_PURCHASE ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
end
end
else
if isNonCraftedActive then
if hasAvailableSkillPoint then
headerSection : AddLine ( GetString ( SI_ABILITY_AT_MORPH_POINT ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
else
headerSection : AddLine ( GetString ( SI_ABILITY_AT_MORPH_POINT ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
end
end
elseif isPassive then
--Skill progression data is the skill progression data that is being upgrade from
if nextSkillProgressionData then
if not isLocked then
if hasAvailableSkillPoint then
headerSection : AddLine ( GetString ( SI_ABILITY_UPGRADE ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
else
headerSection : AddLine ( GetString ( SI_ABILITY_UPGRADE ) , self : GetStyle ( "failed" ) , self : GetStyle ( "abilityHeader" ) )
end
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
--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
if currentRank then
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" ) )
end
end
-- 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
else
end
end
do
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" ) )
end
end
--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 = nil
end
local lastHeader = nil
end
if lastHeader ~= currentHeader then
lastHeader = currentHeader
end
end
self : LayoutTitleAndMultiSectionDescriptionTooltip ( skillLineData : GetFormattedName ( ) , skillLineData : GetUnlockText ( ) )
end
end
-- 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 GetString ( SI_ACTION_IS_NOT_BOUND )
end
return narration
end
local lastHeader = nil
if lastHeader ~= currentHeader then
lastHeader = currentHeader
end
end
self : LayoutTitleAndMultiSectionDescriptionTooltip ( skillLineData : GetFormattedName ( ) , skillLineData : GetUnlockText ( ) )
end
end
do
local COMPANION_SKILLS_FILTER =
{
function ( actionSlotData )
end ,
}
end
end
end |