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local ARROW_REGENERATION_TEMPLATE = "ZO_ArrowRegeneration"
end
local g_numModulesCreated = 0
local g_numArrowsCreated = 0
if timeline . hasControlOfBar then
timeline . hasControlOfBar = false
end
end
g_numArrowsCreated = g_numArrowsCreated + 1
local arrow = CreateControlFromVirtual ( ARROW_REGENERATION_TEMPLATE , GuiRoot , ARROW_REGENERATION_TEMPLATE , g_numArrowsCreated )
return arrow
end
end
end
return self : GetInitialValueAndMarkMostRecent ( ATTRIBUTE_VISUAL_INCREASED_REGEN_POWER , stat , attribute , powerType )
+ self : GetInitialValueAndMarkMostRecent ( ATTRIBUTE_VISUAL_DECREASED_REGEN_POWER , stat , attribute , powerType )
end
function ZO_UnitVisualizer_ArrowRegenerationModule : OnAdded ( healthBarControl , magickaBarControl , staminaBarControl )
{
[ STAT_HEALTH_REGEN_COMBAT ] = healthBarControl ,
[ STAT_MAGICKA_REGEN_COMBAT ] = magickaBarControl ,
[ STAT_STAMINA_REGEN_COMBAT ] = staminaBarControl ,
}
end
EVENT_MANAGER : RegisterForEvent ( "ZO_UnitVisualizer_ArrowRegenerationModule" .. self : GetModuleId ( ) , EVENT_PLAYER_ACTIVATED , function ( ) self : InitializeBarValues ( ) end )
end
EVENT_MANAGER : RegisterForUpdate ( "ZO_UnitVisualizer_ArrowRegenerationModule" .. self : GetModuleId ( ) , 85 , function ( ) self : Pulse ( ) end )
end
{
[ STAT_HEALTH_REGEN_COMBAT ] = healthBarControl and { value = self : GetInitialStatValue ( STAT_HEALTH_REGEN_COMBAT , ATTRIBUTE_HEALTH , POWERTYPE_HEALTH ) , arrowsRemaining = 0 , tickDelay = 1 } or nil ,
[ STAT_MAGICKA_REGEN_COMBAT ] = magickaBarControl and { value = self : GetInitialStatValue ( STAT_MAGICKA_REGEN_COMBAT , ATTRIBUTE_MAGICKA , POWERTYPE_MAGICKA ) , arrowsRemaining = 0 , tickDelay = 0 } or nil ,
[ STAT_STAMINA_REGEN_COMBAT ] = staminaBarControl and { value = self : GetInitialStatValue ( STAT_STAMINA_REGEN_COMBAT , ATTRIBUTE_STAMINA , POWERTYPE_STAMINA ) , arrowsRemaining = 0 , tickDelay = 0 } or nil ,
}
end
end
function ZO_UnitVisualizer_ArrowRegenerationModule : IsUnitVisualRelevant ( visualType , stat , attribute , powerType )
if visualType == ATTRIBUTE_VISUAL_INCREASED_REGEN_POWER or visualType == ATTRIBUTE_VISUAL_DECREASED_REGEN_POWER then
end
return false
end
function ZO_UnitVisualizer_ArrowRegenerationModule : OnUnitAttributeVisualAdded ( visualType , stat , attribute , powerType , value )
end
function ZO_UnitVisualizer_ArrowRegenerationModule : OnUnitAttributeVisualUpdated ( visualType , stat , attribute , powerType , oldValue , newValue )
end
function ZO_UnitVisualizer_ArrowRegenerationModule : OnUnitAttributeVisualRemoved ( visualType , stat , attribute , powerType , value )
end
function ZO_UnitVisualizer_ArrowRegenerationModule : PlaySound ( stat , increasing , hadOppositeEffect , noEffects )
if hadOppositeEffect then
if increasing then
else
end
end
if not noEffects then
if increasing then
else
end
end
end
info . takeControl = true
local DECREASING = false
info . takeControl = true
local INCREASING = true
local HAD_OPPOSITE_EFFECT = true
local NO_EFFECTS = true
end
end
local MAX_ARROWS = 3
local NUM_TICKS_PER_MAJOR = MAX_ARROWS * 4
if isMajorTick then
info . takeControl = false
info . currentTickDelay = info . tickDelay
if info . arrowsRemaining > 0 then
end
end
elseif info . arrowsRemaining > 0 then
if info . currentTickDelay == 0 then
info . arrowsRemaining = info . arrowsRemaining - 1
info . currentTickDelay = info . tickDelay
else
info . currentTickDelay = info . currentTickDelay - 1
end
end
end
end
local STAT_TO_COMBAT_MECHANIC = {
[ STAT_HEALTH_REGEN_COMBAT ] = POWERTYPE_HEALTH ,
[ STAT_MAGICKA_REGEN_COMBAT ] = POWERTYPE_MAGICKA ,
[ STAT_STAMINA_REGEN_COMBAT ] = POWERTYPE_STAMINA ,
}
end
arrow . animation . key = key
arrow . animation . bar = bar
return arrow
end
local OFFSET_Y = 1
local END_X_PADDING = 3
local ARROW_TEXTURE_WIDTH = 16
function ZO_UnitVisualizer_ArrowRegenerationModule : PlayLeftArrow ( bar , forward , widthModifier , takeControl )
local offsetX = width - ARROW_TEXTURE_WIDTH
if forward then
else
end
if takeControl then
arrow . animation . hasControlOfBar = true
end
end
function ZO_UnitVisualizer_ArrowRegenerationModule : PlayRightArrow ( bar , forward , widthModifier , takeControl )
local offsetX = width - ARROW_TEXTURE_WIDTH
if forward then
else
end
if takeControl then
arrow . animation . hasControlOfBar = true
end
end
if stat == STAT_HEALTH_REGEN_COMBAT then
else
if stat == STAT_MAGICKA_REGEN_COMBAT then
elseif stat == STAT_STAMINA_REGEN_COMBAT then
end
end
end
end
end |