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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 = truelocal DONT_BROADCAST = false---------------------------------Skill Point Allocator Base ---------------------------------endendendendend-- Purchased --end if not ignoreCallback then endend-- Progression Key --end -- Alias assert(not self.skillData:IsCraftedAbility(), "Crafted Ability skill, use GetSkillProgressionKey()")end -- Aliasend if not ignoreCallback then endend-- Delta --endendend else end end return falseend return currentProgressionKey ~= self.skillProgressionKey and currentProgressionKey ~= MORPH_SLOT_BASE and self.skillProgressionKey ~= MORPH_SLOT_BASE end return falseendend return self:IsSellPending() or self:IsSkillProgressionKeyDowngradePending() or self:IsSkillProgressionKeySidegradePending()end--Returns how many more points will be spent end return 0end local pointsAllocated = 0 else pointsAllocated = rawPointsAllocated - autoGrantSubtraction end end return pointsAllocated else return pointsAllocated * multiplier endend if allocationMode == SKILL_POINT_ALLOCATION_MODE_PURCHASE_ONLY then return false elseif allocationMode == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY then return false end elseif allocationMode == SKILL_POINT_ALLOCATION_MODE_SUBCLASS_ONLY then -- Any skill point change that would incur a cost is not valid in subclass only mode -- as only skill line changes can incur a cost return false end end return trueend-- Modify --end local availableClassMasteryPoints = SKILL_POINT_ALLOCATION_MANAGER:GetAvailableClassMasteryPointsForSkillLine(skillLineData) else endend return not self.isPurchased and self.skillData:MeetsLinePurchaseRequirement() and self:HasEnoughAvailableSkillPointsForSingleTransaction()end return true end return falseend return true return true end end return falseend-- 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 falseend if self.skillData:IsPassive() and self.isPurchased and self:HasEnoughAvailableSkillPointsForSingleTransaction() then if nextSkillProgressionData then end end return falseend return true end return falseend return self.skillData:IsPassive() and self.isPurchased and self.skillProgressionKey > self:GetLowestAllowedRank()end return 1end -- 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 endend -- This default function assumes that morphs can be freely changed, and any mode that doesn't allow that will override -- As such, we don't check what morph level it's currently at, just that it can morph -- First question: Can it even be morphed? -- Second question: can I afford it? If it's a remorph, it doesn't cost any points. return self:GetSkillProgressionKey() ~= MORPH_SLOT_BASE or self:HasEnoughAvailableSkillPointsForSingleTransaction() end return falseend -- 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 falseendend -- 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 falseendend -- 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 falseendend -- 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 local SUBTRACT_A_POINT_COST = -1 end end -- Fire off the appropriate callback unless instructed not to if not ignoreCallbacks then else end end end return true end return falseend 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 endend 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 endend-- Utility -- else end end return falseendend -- Don't bother trying to commit any individual skill changes if the line is going to be deactivated anyway return false end local relevantRankData = nil if isRemoval then else end else AddActiveChangeToAllocationRequest(skillLineId, skillData:GetProgressionId(), self.skillProgressionKey, self:IsPurchased()) end return true end return falseend return SOUNDS.SKILL_PURCHASEDend return SOUNDS.SKILL_SOLDend return SOUNDS.PASSIVE_SKILL_RANK_INCREASEDend return SOUNDS.PASSIVE_SKILL_RANK_DECREASEDend return SOUNDS.ACTIVE_SKILL_MORPH_CHOSENend return SOUNDS.ACTIVE_SKILL_UNMORPHEDend------------------------------------------Purchase-Only Skill Point Allocator -------------------------------------------- Purchase-only interaction fire their changes immediately, they don't accumulate into a giant delta. return falseend return falseend -- Can only go forward in purchase-only mode. No swapping morphs. endend return falseend return falseend---------------------------------------Morphs-Only Skill Point Allocator ---------------------------------------- -- You can only sell this skill if it hasn't been purchased on the server yet end return falseend -- You can only decrease rank if it's not lower than the rank saved on the serverend return SOUNDS.SKILL_RESPEC_PURCHASEDend return SOUNDS.PASSIVE_SKILL_RESPEC_RANK_INCREASEDend return SOUNDS.ACTIVE_SKILL_RESPEC_MORPH_CHOSENend------------------------------------------Subclass-Only Skill Point Allocator ------------------------------------------ -- You can only sell this skill if it hasn't been purchased on the server yet end return falseend -- You can only swap morphs on this skill if it hasn't been morphed on the server yet endend -- You can only unmorph this skill if it hasn't been morphed on the server yet end return falseend -- You can only decrease rank if it's not lower than the rank saved on the serverend return SOUNDS.SKILL_RESPEC_PURCHASEDend return SOUNDS.PASSIVE_SKILL_RESPEC_RANK_INCREASEDend return SOUNDS.ACTIVE_SKILL_RESPEC_MORPH_CHOSENend---------------------------------Full Skill Point Allocator ----------------------------------- No limitations return SOUNDS.SKILL_RESPEC_PURCHASEDend return SOUNDS.PASSIVE_SKILL_RESPEC_RANK_INCREASEDend return SOUNDS.ACTIVE_SKILL_RESPEC_MORPH_CHOSENend---------------------------------------- No Actions Skill Point Allocator ------------------------------------------ These are for skills that have nothing to allocate points to/from (i.e. Companion and Crafted Ability skills)endend return falseend return falseend return falseend return falseend return falseend return falseend return falseend return falseend return falseend return 0end return 0end return falseend return falseend return falseend return falseend return falseend return ZO_SKILL_POINT_ACTION.NONEend return ZO_SKILL_POINT_ACTION.NONEend-------------------------------------Skill Point Allocation Manager ------------------------------------- end end end end end { } ZO_SkillsAssignmentManager_Base.Initialize(self, ZO_SkillsAndActionBarManager.OnSkillPointAllocationManagerReady)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) SKILL_LINE_ASSIGNMENT_MANAGER:RegisterCallback("SkillLineRespecUpdate", function(...) self:OnSkillLineRespecUpdate(...) end) EVENT_MANAGER:RegisterForEvent("ZO_SkillPointAllocationManager", EVENT_SKILL_POINTS_CHANGED, function(eventId, ...) self:OnSkillPointsChanged(...) end)endendend local allocator = nil local allocatorKey = skillData.allocatorKey if allocatorKey then end if not allocator then skillData.allocatorKey = allocatorKey end return allocatorendendend for i = 1, numActiveClassSkillLines do self.classMasteryInitialAvailablePoints[skillLineData:GetId()] = skillLineData:GetNumClassMasteryPoints() - skillLineData:GetNumPointsAllocated() end endendfunction ZO_SkillPointAllocationManager:OnSkillPointAllocationModeChanged(newSkillPointAllocationMode, oldSkillPointAllocationMode)endendendend else endendfunction 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 local classMasteryPointsChanged = false -- If the skill line is inactive, we don't really care what any allocators are doing, leave them be and ignore them so we can bring back their state later if desired -- The actual delta for lines being removed will be tallied below via the SKILL_LINE_ASSIGNMENT_MANAGER if not classMasterySkillLinePoints[skillLineId] then end classMasterySkillLinePoints[skillLineData:GetId()] = classMasterySkillLinePoints[skillLineId] - allocator:GetPendingPointAllocationDelta() classMasteryPointsChanged = classMasteryPointsChanged or oldClassMasterySkillLinePoints[skillLineId] ~= classMasterySkillLinePoints[skillLineId] else end end end -- Called during init, before the other manager exists if SKILL_LINE_ASSIGNMENT_MANAGER then -- Any skill line pending removal will give back all spent points, so treat it like we already have them to spend availableSkillPoints = availableSkillPoints - SKILL_LINE_ASSIGNMENT_MANAGER:GetPendingPointAllocationDelta() end if broadcast and (oldAvailableSkillPoints ~= availableSkillPoints or classMasteryPointsChanged) then endend if delta ~= 0 then if broadcast then end endendendend if classMasterySkillLinePoints then return classMasterySkillLinePoints end end end return 0end return true end return falseend return true end return falseend return ZO_FilteredNonContiguousTableIterator(self:GetAllocatorPool():GetActiveObjects(), allocatorFilterFunctions)end local anyChangesAdded = false local allValidChanges = true else allValidChanges = false end end -- Debug: Trying to track down data in a bad state return anyChangesAddedend return false end end return trueendfunction ZO_SkillPointAllocationManager:GetNumPointsAllocatedInSkillLine(skillLineData, ignoreActiveState) local numPointsAllocated = 0 local allocatorKey = skillData.allocatorKey if allocator then else end end end return numPointsAllocatedend local anyCleared = false -- 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 local clearMorphsOnly = allocationMode == SKILL_POINT_ALLOCATION_MODE_MORPHS_ONLY end end local IGNORE_LOOPED_CALLBACKS = true anyCleared = true end end if anyCleared then if not ignoreCallbacks then end return true end end return falseend local anyCleared = false anyCleared = true end end if anyCleared then if not ignoreCallbacks then end return true end end return falseend local anyCleared = false local IGNORE_CALLBACKS = true anyCleared = true end end end if anyCleared then endend |