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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 --
-------------------------------
return object
end
end
end
end
end
-- Purchased --
end
if not ignoreCallback then
end
end
-- Progression Key --
end
-- Alias
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.
end
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 --
--------------------------------------
end
-- 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
end
return SOUNDS . SKILL_RESPEC_PURCHASED
end
return SOUNDS . PASSIVE_SKILL_RESPEC_RANK_INCREASED
end
return SOUNDS . ACTIVE_SKILL_RESPEC_MORPH_CHOSEN
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
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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