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--[[
This file mirrors CompanionSkillsData.lua in many ways, before editing or
removing methods please ensure there is a stable interface between the two.
]] --
-- Begin overriding methods in ZO_SkillProgressionData_Base --
end
-- End overriding methods in ZO_SkillProgressionData_Base --
-- Begin implementing methods in ZO_SkillProgressionData_Base --
end
-- End implementing methods in ZO_SkillProgressionData_Base --
return 0
end
return false
end
------------------------------
-- Active Skill Progression --
------------------------------
-- Begin overriding methods in ZO_SkillProgressionData_Base --
for rank = 1 , MAX_RANKS_PER_ABILITY do
end
end
end
for rank = 1 , MAX_RANKS_PER_ABILITY do
xpExtents . startXP = startXP
xpExtents . endXP = endXP
end
end
self . currentXP = GetProgressionSkillMorphSlotCurrentXP ( self : GetProgressionId ( ) , self : GetMorphSlot ( ) )
-- Rank can be nil if we've never purchased the skill before
end
end
end
end
return true
end
return false
end
end
if isPurchased then
return true
end
return false
end
-- End overriding methods in ZO_SkillProgressionData_Base --
-- Begin implementing methods in ZO_SkillProgressionData_Base --
function ZO_ActiveSkillProgressionData : SetKeyboardTooltip ( tooltip , showSkillPointCost , showUpgradeText , showAdvised , showBadMorph , overrideRank , overrideAbilityId )
tooltip : SetActiveSkill ( skillType , skillLineIndex , skillIndex , self : GetMorphSlot ( ) , isPurchased , self : IsAdvised ( ) , self : IsBadMorph ( ) , numAvailableSkillPoints , showSkillPointCost , showUpgradeText , showAdvised , showBadMorph , overrideRank , overrideAbilityId )
end
-- End implementing methods in ZO_SkillProgressionData_Base --
-- Begin overriding methods in ZO_PlayerSkillProgressionData --
end
local collectibleId = GetProgressionSkillAbilityFxOverrideCollectibleIdByIndex ( self : GetProgressionId ( ) , index )
return true
end
end
return false
end
-- End overriding methods in ZO_PlayerSkillProgressionData --
local collectibleId = GetActiveProgressionSkillAbilityFxOverrideCollectibleId ( self : GetProgressionId ( ) )
return collectibleId ~= 0
end
return false
end
local collectibleId = GetActiveProgressionSkillAbilityFxOverrideCollectibleId ( self : GetProgressionId ( ) )
if collectibleId ~= 0 then
end
end
return nil
end
--Alias
end
end
end
local siblingMorphSlot = self : GetMorphSlot ( ) == MORPH_SLOT_MORPH_1 and MORPH_SLOT_MORPH_2 or MORPH_SLOT_MORPH_1
end
end
return false
end
else
end
end
end
end
local startXP , endXP = 0 , 0
if xpExtents then
startXP , endXP = xpExtents . startXP , xpExtents . endXP
end
return startXP , endXP
end
end
end
--------------------------------------
-- Crafted Active Skill Progression --
--------------------------------------
local CRAFTED_PROGRESSION_KEY = nil
-- Begin overriding methods in ZO_SkillProgressionData_Base --
end
-- There's one progression data for all possible combinations, so the current ability id is dynamic
end
-- unlocked and purchased are synonymous with crafted ability skills
end
end
end
-- End overriding methods in ZO_SkillProgressionData_Base --
-- Begin implementing methods in ZO_SkillProgressionData_Base --
function ZO_CraftedActiveSkillProgressionData : SetKeyboardTooltip ( tooltipControl , unusedShowSkillPointCost , unusedShowUpgradeText , unusedShowAdvised , unusedShowBadMorph )
-- We always want to show the actual skill, never an override
end
-- End implementing methods in ZO_SkillProgressionData_Base --
-- Begin overriding methods in ZO_PlayerSkillProgressionData --
return false
end
-- End overriding methods in ZO_PlayerSkillProgressionData --
end
-------------------------------
-- Passive Skill Progression --
-------------------------------
-- Begin overriding methods in ZO_SkillProgressionData_Base --
local UNUSED_MORPH_CHOICE = MORPH_SLOT_BASE
local abilityId , lineRankNeededToUnlock = GetSpecificSkillAbilityInfo ( skillType , skillLineIndex , skillIndex , UNUSED_MORPH_CHOICE , rank )
end
else
end
end
else
end
end
end
return false
end
-- End overriding methods in ZO_SkillProgressionData_Base --
-- Begin implementing methods in ZO_SkillProgressionData_Base --
local currentRank = skillPointAllocator : IsPurchased ( ) and skillPointAllocator : GetSkillProgressionKey ( ) or 0
tooltip : SetPassiveSkill ( skillType , skillLineIndex , skillIndex , self : GetRank ( ) , currentRank , numAvailableSkillPoints , showSkillPointCost )
end
-- End implementing methods in ZO_SkillProgressionData_Base --
end
return ZO_CachedStrFormat ( formatter or SI_ABILITY_NAME_AND_UPGRADE_LEVELS , self : GetName ( ) , currentRank , skillData : GetNumRanks ( ) )
end
--Alias
end
end
end
end
return nil
end
--[[
A ZO_SkillData is an entry in a ZO_SkillLineData. A skill can be upgraded to various levels, denoted by ZO_SkillProgressionData objects.
--]]
-----------
-- Skill --
-----------
-- New Statuses for Active Skill Progression
ZO_SKILL_DATA_NEW_STATE =
{
NONE = 0 ,
SKILL_LINE = 1 ,
MORPHABLE = 2 ,
CRAFTED_ABILITY = 4 ,
STYLE_COLLECTIBLE = 8 ,
}
self . progressionObjectMetaPool = ZO_MetaPool : New ( SKILLS_DATA_MANAGER : GetSkillProgressionObjectPool ( self : IsPassive ( ) ) )
end
end
-- Begin implementing methods in ZO_SkillData_Base --
end
self . lineRankNeededToPurchase = GetSkillAbilityLineRankNeededToUnlock ( skillType , skillLineIndex , skillIndex )
end
if refreshChildren then
end
end
end
end
end
end
return skillLineData : IsAvailable ( ) and self : GetLineRankNeededToPurchase ( ) <= skillLineData : GetCurrentRank ( )
end
end
end
end
end
end
--Utility function
end
--Utility function
end
end
end
local isStatusChanged = false
end
end
-- This function is MUST_IMPLEMENT so assume that it only care about the skill line state for
-- this instantiation and use SetUpdatedStatusByType for more detailed information
end
end
end
end
return true
end
-- End implementing methods in ZO_SkillData_Base --
return progressionData
end
end
end
------------------
-- Active Skill --
------------------
-- Begin overriding methods in ZO_SkillData --
for morphSlot = MORPH_SLOT_ITERATION_BEGIN , MORPH_SLOT_ITERATION_END do
end
-- Don't mark a skill new during init
end
if not ( isBase and isPurchased ) then
end
end
end
end
end
return true
end
return false
end
-- End overriding methods in ZO_SkillData --
-- Begin implementing methods in ZO_SkillData_Base --
return false
end
end
-- Generic
end
local pointsAllocated = 0
pointsAllocated = pointsAllocated + 1
end
pointsAllocated = pointsAllocated + 1
end
end
return pointsAllocated
end
else
end
end
if clearMorphsOnly then
-- make sure there are points allocated to a morph
end
return true
end
return false
end
-- End implementing methods in ZO_SkillData_Base --
end
end
-- Alias
end
return baseMorphCurrentXP >= baseMorphEndXP
end
--------------------------
-- Crafted Active Skill --
--------------------------
-- Begin overriding methods in ZO_SkillData --
-- Overridding ZO_SkillData:Initialize cause we don't have multiple progressions or progression pools
end
end
self . craftedAbilityId = GetCraftedAbilitySkillCraftedAbilityId ( skillType , skillLineIndex , skillIndex )
-- Point allocator created on demand in GetPointAllocator
-- Don't mark a skill new during init
end
-- Don't let base class refresh children since we have a special setup with only one progression
local DO_NOT_REFRESH_CHILDREN = false
end
end
if refreshChildren then
end
end
return false
end
-- there's only one progression, so key is ignored
end
end
end
return false
end
-- End overriding methods in ZO_SkillData --
-- Begin implementing methods in ZO_SkillData_Base --
return false
end
end
return true
end
end
return false
end
else
end
end
return CRAFTED_PROGRESSION_KEY
end
return 0
end
-- End implementing methods in ZO_SkillData_Base --
end
-------------------
-- Passive Skill --
-------------------
-- Begin overriding methods in ZO_SkillData --
end
end
-- Can return nil, but we want to be at 1 when we're not purchased or we have a passive with only 1 rank and no upgrades
end
end
return true
end
end
return true
end
return false
end
-- End overriding methods in ZO_SkillData --
-- Begin implementing methods in ZO_SkillData_Base --
return true
end
return false
end
-- Generic
end
else
end
end
return 0
end
end
end
return false
end
-- End implementing methods in ZO_SkillData_Base --
end
end
--1 based
-- Alias
end
--[[
A ZO_SkillLineData is an entry in ZO_SkillTypeData. A skill line has multiple skills to purchase and upgrade, denoted by ZO_SkillData objects.
--]]
----------------
-- Skill Line --
----------------
-- Begin overriding methods in ZO_SkillLineData_Base --
local IS_ACTIVE = false
local IS_PASSIVE = true
local IS_CRAFTED = true
local IS_NOT_CRAFTED = false
self . activeSkillMetaPool = ZO_MetaPool : New ( SKILLS_DATA_MANAGER : GetSkillObjectPool ( IS_ACTIVE , IS_NOT_CRAFTED ) )
self . craftedActiveSkillMetaPool = ZO_MetaPool : New ( SKILLS_DATA_MANAGER : GetSkillObjectPool ( IS_ACTIVE , IS_CRAFTED ) )
end
end
-- unique to Player skill lines
return true
end
end
-- End overriding methods in ZO_SkillLineData_Base --
-- Begin implementing methods in ZO_SkillLineData_Base --
local skillData
if isPassive then
else
if isCraftedAbility then
else
end
end
end
end
self . currentRank , self . isAdvised , self . isActive , self . isDiscovered = GetSkillLineDynamicInfo ( skillType , skillLineIndex )
if wasAvailable ~= isAvailable then
end
if refreshChildren then
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
end
-- End implementing methods in ZO_SkillLineData_Base --
end
end
if numPointsAllocated > 0 then
return zo_strformat ( SI_SKILLS_ENTRY_LINE_NAME_FORMAT_WITH_ALLOCATED_POINTS , self . name , numPointsAllocated )
else
end
end
end |