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-------------------
-- General Stats --
-------------------
STAT_TYPES =
{
[ ATTRIBUTE_HEALTH ] = STAT_HEALTH_MAX ,
[ ATTRIBUTE_MAGICKA ] = STAT_MAGICKA_MAX ,
[ ATTRIBUTE_STAMINA ] = STAT_STAMINA_MAX ,
}
ZO_STAT_TOOLTIP_DESCRIPTIONS =
{
[ STAT_HEALTH_MAX ] = SI_STAT_TOOLTIP_HEALTH_MAX ,
[ STAT_HEALTH_REGEN_IDLE ] = SI_STAT_TOOLTIP_HEALTH_REGENERATION_IDLE ,
[ STAT_HEALTH_REGEN_COMBAT ] = SI_STAT_TOOLTIP_HEALTH_REGENERATION_COMBAT ,
[ STAT_MAGICKA_MAX ] = SI_STAT_TOOLTIP_MAGICKA_MAX ,
[ STAT_MAGICKA_REGEN_IDLE ] = SI_STAT_TOOLTIP_MAGICKA_REGENERATION_IDLE ,
[ STAT_MAGICKA_REGEN_COMBAT ] = SI_STAT_TOOLTIP_MAGICKA_REGENERATION_COMBAT ,
[ STAT_STAMINA_MAX ] = SI_STAT_TOOLTIP_STAMINA_MAX ,
[ STAT_STAMINA_REGEN_IDLE ] = SI_STAT_TOOLTIP_STAMINA_REGENERATION_IDLE ,
[ STAT_STAMINA_REGEN_COMBAT ] = SI_STAT_TOOLTIP_STAMINA_REGENERATION_COMBAT ,
[ STAT_SPELL_POWER ] = SI_STAT_TOOLTIP_SPELL_POWER ,
[ STAT_SPELL_PENETRATION ] = SI_STAT_TOOLTIP_SPELL_PENETRATION ,
[ STAT_SPELL_CRITICAL ] = SI_STAT_TOOLTIP_SPELL_CRITICAL ,
[ STAT_ATTACK_POWER ] = SI_STAT_TOOLTIP_ATTACK_POWER ,
[ STAT_PHYSICAL_PENETRATION ] = SI_STAT_TOOLTIP_PHYSICAL_PENETRATION ,
[ STAT_CRITICAL_STRIKE ] = SI_STAT_TOOLTIP_CRITICAL_STRIKE ,
[ STAT_PHYSICAL_RESIST ] = SI_STAT_TOOLTIP_PHYSICAL_RESIST ,
[ STAT_SPELL_RESIST ] = SI_STAT_TOOLTIP_SPELL_RESIST ,
[ STAT_CRITICAL_RESISTANCE ] = SI_STAT_TOOLTIP_CRITICAL_RESISTANCE ,
[ STAT_POWER ] = SI_STAT_TOOLTIP_POWER ,
[ STAT_MITIGATION ] = SI_STAT_TOOLTIP_MITIGATION ,
[ STAT_SPELL_MITIGATION ] = SI_STAT_TOOLTIP_SPELL_MITIGATION ,
[ STAT_ARMOR_RATING ] = SI_STAT_TOOLTIP_ARMOR_RATING ,
[ STAT_WEAPON_AND_SPELL_DAMAGE ] = SI_STAT_TOOLTIP_WEAPON_POWER ,
}
ZO_STATS_REFRESH_TIME_SECONDS = 2
end
-- respec attribute interaction info
ZO_ATTRIBUTE_RESPEC_INTERACT_INFO =
{
end ,
interactTypes = { INTERACTION_ATTRIBUTE_RESPEC } ,
}
------------------
-- Stats Common --
------------------
self . control : RegisterForEvent ( EVENT_START_ATTRIBUTE_RESPEC , function ( _ , ... ) self : OnStartAttributeRespec ( ... ) end )
end
end
self : FireCallbacks ( "AttributePointAllocationModeChanged" , attributePointAllocationMode , oldAttributePointAllocationMode )
end
end
end
self : FireCallbacks ( "AttributeRespecPaymentTypeChanged" , attributeRespecPaymentType , oldAttributeRespecPaymentType )
end
end
end
end
end
else
end
end
end
end
-- To be overridden.
end
end
end
end
end
end
return item . titleIndex == currentTitleIndex
end
if currentTitleIndex == nil then
return 1
end
end
if dropdownTitleIndex then
else
end
end
-- Sort the valid items...
local sortedTitles = { }
local titleListItem = dropdown : CreateItemEntry ( zo_strformat ( GetTitle ( i ) , GetRawUnitName ( "player" ) ) , function ( ) SelectTitle ( i ) end )
titleListItem . titleIndex = i
end
end
-- First add the none item into the start of the dropdown list
dropdown : AddItem ( dropdown : CreateItemEntry ( GetString ( SI_STATS_NO_TITLE ) , function ( ) SelectTitle ( nil ) end ) , ZO_COMBOBOX_SUPPRESS_UPDATE )
-- Then append the sorted items below that.
end
end
end
end
do
--to break ties for the player's lowest scoring piece of equipment and show the most important piece
local COMBAT_EQUIP_SLOT_IMPORTANCE =
{
[ EQUIP_SLOT_MAIN_HAND ] = 12 ,
[ EQUIP_SLOT_BACKUP_MAIN ] = 12 ,
[ EQUIP_SLOT_OFF_HAND ] = 11 ,
[ EQUIP_SLOT_BACKUP_OFF ] = 11 ,
[ EQUIP_SLOT_CHEST ] = 10 ,
[ EQUIP_SLOT_LEGS ] = 9 ,
[ EQUIP_SLOT_HEAD ] = 8 ,
[ EQUIP_SLOT_SHOULDERS ] = 7 ,
[ EQUIP_SLOT_FEET ] = 6 ,
[ EQUIP_SLOT_HAND ] = 5 ,
[ EQUIP_SLOT_WAIST ] = 4 ,
[ EQUIP_SLOT_NECK ] = 3 ,
[ EQUIP_SLOT_RING1 ] = 2 ,
[ EQUIP_SLOT_RING2 ] = 1 ,
}
local EQUIPMENT_BONUS_FILLED_TEXTURE = "EsoUI/Art/CharacterWindow/equipmentBonusIcon_full.dds"
local EQUIPMENT_BONUS_EMPTY_TEXTURE = "EsoUI/Art/CharacterWindow/equipmentBonusIcon_empty.dds"
local EQUIPMENT_BONUS_GOLD_TEXTURE = "EsoUI/Art/CharacterWindow/equipmentBonusIcon_full_gold.dds"
--calculate total combat equipment bonus rating
local totalEquipmentBonusRating = 0
local lowestEquipmentBonusRating
local lowestEquipSlot
--check if our active weapon is two-handed (for special consideration in weighting weapon equipment bonus value and showing lowest piece in tooltips)
local mainHandSlot = heldWeaponPair == ACTIVE_WEAPON_PAIR_BACKUP and EQUIP_SLOT_BACKUP_MAIN or EQUIP_SLOT_MAIN_HAND
local isUsingTwoHanded = equipType == EQUIP_TYPE_TWO_HAND
for equipSlot = EQUIP_SLOT_ITERATION_BEGIN , EQUIP_SLOT_ITERATION_END do
-- filter out an "non-combat" slots as well as the inactive weapon pair
local considerSlotForOverallRating = true
--don't consider off hand weapon slots if player is wielding a two-handed weapon
if equipSlot == EQUIP_SLOT_OFF_HAND or equipSlot == EQUIP_SLOT_BACKUP_OFF then
if isUsingTwoHanded then
considerSlotForOverallRating = false
end
end
if considerSlotForOverallRating then
if not lowestEquipmentBonusRating or equipmentBonusRating < lowestEquipmentBonusRating then
lowestEquipmentBonusRating = equipmentBonusRating
lowestEquipSlot = equipSlot
elseif equipmentBonusRating == lowestEquipmentBonusRating and COMBAT_EQUIP_SLOT_IMPORTANCE [ equipSlot ] > COMBAT_EQUIP_SLOT_IMPORTANCE [ lowestEquipSlot ] then
lowestEquipSlot = equipSlot
end
--weight two-handed weapons twice so that they count double in the total
--this is to compensate for their empty off hand weapon slot, so they aren't penalized for 2H weapons in the total
if equipSlot == EQUIP_SLOT_MAIN_HAND or equipSlot == EQUIP_SLOT_BACKUP_MAIN then
if isUsingTwoHanded then
equipmentBonusRating = equipmentBonusRating * 2
end
end
totalEquipmentBonusRating = totalEquipmentBonusRating + equipmentBonusRating
end
-- else don't add the bonus rating to the total because we aren't considering it
end
end
--set equipment bonus
local averageEquipmentBonusRating = totalEquipmentBonusRating / NUM_COMBAT_RELATED_EQUIP_SLOTS
local averageRelativeEquipmentBonusRating = GetUnitEquipmentBonusRatingRelativeToLevel ( "player" , averageEquipmentBonusRating )
local equipmentBonus = EQUIPMENT_BONUS_ITERATION_BEGIN
for thresholdNumber = EQUIPMENT_BONUS_ITERATION_END , EQUIPMENT_BONUS_ITERATION_BEGIN , - 1 do
local thresholdValue = GetEquipmentBonusThreshold ( playerLevel , playerChampionPoints , thresholdNumber )
if averageRelativeEquipmentBonusRating >= thresholdValue then
equipmentBonus = thresholdNumber
break
end
end
--setup icons
local lastIcon
--we setup 2 fewer icons than the number of EQUIPMENT_BONUS levels: the lowest equipment bonus level is all empty icons, and the highest adds a bonus icon separately
for iconNumber = EQUIPMENT_BONUS_ITERATION_BEGIN , EQUIPMENT_BONUS_ITERATION_END - 2 do
local equipmentBonusIconTexture
equipmentBonusIconTexture = self . equipmentBonus . value == EQUIPMENT_BONUS_EXTRAORDINARY and EQUIPMENT_BONUS_GOLD_TEXTURE or EQUIPMENT_BONUS_FILLED_TEXTURE
else
equipmentBonusIconTexture = EQUIPMENT_BONUS_EMPTY_TEXTURE
end
if lastIcon then
else
end
lastIcon = equipmentBonusIconControl
end
--add bonus icon if at the highest level
end
end
end
end
-----------------------
-- Attribute Spinner --
-----------------------
function ZO_AttributeSpinner_Shared : New ( attributeControl , attributeType , attributeManager , valueChangedCallback )
attributeSpinner . attributeControl = attributeControl
attributeSpinner . points = 0
attributeSpinner . addedPoints = 0
attributeSpinner . attributeManager = attributeManager
return attributeSpinner
end
self . pointsSpinner : RegisterCallback ( "OnValueChanged" , function ( points ) self : OnValueChanged ( points ) end )
end
end
end
end
end
end
if self . attributeManager . DoesAttributePointAllocationModeBatchSave and self . attributeManager : DoesAttributePointAllocationModeBatchSave ( ) then
minPoints = 0
end
self . pointsSpinner : SetMinMax ( minPoints , self . points + self . addedPoints + self . attributeManager : GetAvailablePoints ( ) )
end
end
end
end
end
end
if not self . attributeManager . DoesAttributePointAllocationModeBatchSave or not self . attributeManager : DoesAttributePointAllocationModeBatchSave ( ) then
end
if force then
diff = 0
elseif diff > availablePoints then
diff = availablePoints
end
if diff ~= 0 then
end
self . attributeManager : UpdatePendingStatBonuses ( STAT_TYPES [ self . attributeType ] , self . perPoint * self . addedPoints )
end
end |