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--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 to aid in morph comparison.
function ZO_Tooltip : LayoutSkillProgression ( skillProgressionData , showRankNeededLine , showPointSpendLine , showAdvisedLine , showRespecToFixBadMorphLine , showUpgradeInfoBlock , shouldOverrideRankForComparison )
local isActive = not isPassive
--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 isActive 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
else
--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
if isActive then
headerSection : AddLine ( GetString ( SI_SKILLS_ADVISOR_GAMEPAD_ADVISED_SKILL ) , self : GetStyle ( "succeeded" ) , self : GetStyle ( "abilityHeader" ) )
end
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 shouldOverrideRankForComparison then
if isActive then
activeRank = 1
end
nameRank = 1
else
if isActive then
nameRank = activeRank
else
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 isActive 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 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
if lastHeader ~= currentHeader then
lastHeader = currentHeader
end
end
self : LayoutTitleAndMultiSectionDescriptionTooltip ( skillLineData : GetFormattedName ( ) , skillLineData : GetUnlockText ( ) )
end
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 |