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--[[ Character Creation Data]] --
-- The important stuff, data describing all the valid options you can choose from
return createData
end
end
local missingDataPosition = 0
if position > 0 then
return position
end
missingDataPosition = missingDataPosition + 1
return missingDataPosition
end
missingDataPosition = 0
end
local alliance , name , normalIcon , pressedIcon , mouseoverIcon , backdropTop , backdropBottom , position , lore , gamepadNormalIcon , gamepadPressedIcon = GetAllianceInfo ( i )
alliances [ i ] =
{
alliance = alliance ,
normalIcon = normalIcon ,
pressedIcon = pressedIcon ,
mouseoverIcon = mouseoverIcon ,
backdropTop = backdropTop ,
backdropBottom = backdropBottom ,
lore = lore ,
isSelectable = false ,
gamepadNormalIcon = gamepadNormalIcon ,
gamepadPressedIcon = gamepadPressedIcon ,
}
end
local class , lore , normalIcon , pressedIcon , mouseoverIcon , isSelectable , _ , _ , gamepadNormalIcon , gamepadPressedIcon = GetClassInfo ( i )
classes [ i ] =
{
class = class ,
lore = lore ,
normalIcon = normalIcon ,
pressedIcon = pressedIcon ,
mouseoverIcon = mouseoverIcon ,
isSelectable = isSelectable ,
gamepadNormalIcon = gamepadNormalIcon ,
gamepadPressedIcon = gamepadPressedIcon ,
}
end
local raceDef , lore , alliance , normalIcon , pressedIcon , mouseoverIcon , position , isSelectable , gamepadNormalIcon , gamepadPressedIcon = GetRaceInfo ( i )
races [ i ] =
{
race = raceDef ,
alliance = alliance ,
lore = lore ,
normalIcon = normalIcon ,
pressedIcon = pressedIcon ,
mouseoverIcon = mouseoverIcon ,
isSelectable = isSelectable ,
isRadioEnabled = isSelectable ,
gamepadNormalIcon = gamepadNormalIcon ,
gamepadPressedIcon = gamepadPressedIcon ,
}
end
if templatesAllowed then
if not templatesRequired then
-- add the no template option
end
-- Keep these in the order that they are returned in so the template list matches the def order
-- If lookup time ever becomes a problem, make a table that maps templateDefId -> tableIndex
local templateDef , name , race , class , gender , alliance , overrideAppearance , isSelectable = GetTemplateInfo ( i )
{
template = templateDef ,
race = race ,
class = class ,
gender = gender ,
alliance = alliance ,
overrideAppearance = overrideAppearance ,
isSelectable = isSelectable
} )
end
end
end
do
local NONE_TEMPLATE =
{
template = 0 ,
race = 0 ,
class = 0 ,
gender = 0 ,
alliance = 0 ,
overrideAppearance = false ,
isSelectable = true
}
return NONE_TEMPLATE
end
end
-- Updates whether or not an alliance is selectable based on whether or not the races in the alliance can be selected
-- This could actually be overridden by the "play any race as any alliance" entitlement, it's just a safe starting point
local currentAlliance = allianceData . alliance
allianceData . isSelectable = false
if raceData . alliance == currentAlliance and raceData . isSelectable and raceData . isRadioEnabled then
allianceData . isSelectable = true
break
end
end
end
end
end
end
end
end
if raceInfo . race == defId then
return raceInfo
end
end
end
if allianceInfo . alliance == defId then
return allianceInfo
end
end
end
if classInfo . class == defId then
return classInfo
end
end
end
if templateInfo . template == templateDef then
return templateInfo
end
end
end
do
if option . isSelectable then
optionsTable [ # optionsTable + 1 ] = option
end
end
local optionsTable = { }
if validIndices then
end
else
end
end
if # optionsTable > 0 then
return optionsTable [ randomIndex ] [ defIdFieldName ]
end
return 1
end
end
end
-- Needs special behavior because this will usually follow the selected race...however
-- some races have no alliance, so we should actually make a random choice for the alliance.
-- So, if there are no preselected alliances do the fancy business.
if not validIndicesTable then
if not currentRace or currentRace . alliance == 0 then
else
return currentRace . alliance
end
end
end
if gender == 1 then
return GENDER_MALE
end
return GENDER_FEMALE
end
end |