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ZO_ATTRIBUTE_BAR_POWER_SHIELD_NO_HEALING_LEVEL = 1000ZO_ATTRIBUTE_BAR_POWER_SHIELD_LEVEL = 2000ZO_ATTRIBUTE_BAR_POWER_SHIELD_TRAUMA_LEVEL = 3000ZO_ATTRIBUTE_BAR_POWER_SHIELD_TRAUMA_GLOSS_LEVEL = 3001ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_HEALTH_LEVEL = 4000ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_HEALTH_GLOSS_LEVEL = 4001ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_NO_HEALING_OUTER_LEVEL = 5000ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_NO_HEALING_INNER_LEVEL = 5001local FULL_ALPHA_VALUE = 1local FADED_ALPHA_VALUE = 0.3local RELEVANT_VISUAL_TYPES ={ ATTRIBUTE_VISUAL_POWER_SHIELDING, ATTRIBUTE_VISUAL_TRAUMA, ATTRIBUTE_VISUAL_NO_HEALING,}endendfunction ZO_UnitVisualizer_PowerShieldModule:CreateInfoTable(control, oldInfo, stat, attribute, power) local info = oldInfo or { visualInfo = {} } if not info.visualInfo[visualType] then info.visualInfo[visualType] = {} end local visualInfo = info.visualInfo[visualType] visualInfo.value, visualInfo.maxValue = self:GetInitialValueAndMarkMostRecent(visualType, stat, attribute, power) if visualInfo.lastValue == nil then visualInfo.lastValue = 0 end end return info end return nilendfunction ZO_UnitVisualizer_PowerShieldModule:OnAdded(healthBarControl, magickaBarControl, staminaBarControl) { [ATTRIBUTE_HEALTH] = healthBarControl, } end if bar == healthBarControl then if info then info.isResizing = resizing end end end local STARTING_RESIZE = true local STOPPING_RESIZE = false self:GetOwner():RegisterCallback("AttributeBarSizeChangingStart", function(...) OnSizeChanged(STARTING_RESIZE, ...) end) self:GetOwner():RegisterCallback("AttributeBarSizeChangingStopped", function(...) OnSizeChanged(STOPPING_RESIZE, ...) end) EVENT_MANAGER:RegisterForEvent("ZO_UnitVisualizer_PowerShieldModule" .. self:GetModuleId(), EVENT_PLAYER_ACTIVATED, function() self:InitializeBarValues() end) EVENT_MANAGER:RegisterForUpdate("ZO_UnitVisualizer_PowerShieldModule" .. self:GetModuleId(), 0, function() self:OnUpdate() end)end { [ATTRIBUTE_HEALTH] = self:CreateInfoTable(healthBarControl, oldBarInfo and oldBarInfo[ATTRIBUTE_HEALTH], STAT_MITIGATION, ATTRIBUTE_HEALTH, COMBAT_MECHANIC_FLAGS_HEALTH), } end endendend if info.isResizing then end end endendfunction ZO_UnitVisualizer_PowerShieldModule:IsUnitVisualRelevant(visualType, stat, attribute, powerType) return false end if visualType == currentVisualType then return true end end return falseendfunction ZO_UnitVisualizer_PowerShieldModule:OnUnitAttributeVisualAdded(visualType, stat, attribute, powerType, value, maxValue) local info = barInfo.visualInfo[visualType] info.maxValue = info.maxValue + maxValueendfunction ZO_UnitVisualizer_PowerShieldModule:OnUnitAttributeVisualUpdated(visualType, stat, attribute, powerType, oldValue, newValue, oldMaxValue, newMaxValue) local info = barInfo.visualInfo[visualType] info.maxValue = info.maxValue + (newMaxValue - oldMaxValue)endfunction ZO_UnitVisualizer_PowerShieldModule:OnUnitAttributeVisualRemoved(visualType, stat, attribute, powerType, value, maxValue) local info = barInfo.visualInfo[visualType] info.maxValue = info.maxValue - maxValueend if rightOverlay then endendlocal LEFT_BAR, RIGHT_BAR = 1, 2local NO_HEALING_FILL_GROUP_FRAME_COLOR_GRADIENT = { ZO_ColorDef:New("501212"), ZO_ColorDef:New("501212") } if not info.overlayControls then local shieldLeftOverlay = CreateControlFromVirtual("$(parent)PowerShieldLeftOverlay", attributeBar, self.layoutData.barLeftOverlayTemplate) local shieldRightOverlay = (rightStatusBar and self.layoutData.barRightOverlayTemplate) and CreateControlFromVirtual("$(parent)PowerShieldRightOverlay", attributeBar, self.layoutData.barRightOverlayTemplate) info.overlayControls = { shieldLeftOverlay, shieldRightOverlay } local noHealingFillGradient elseif rightStatusBar then noHealingFillGradient = NO_HEALING_FILL_COLOR_GRADIENT else noHealingFillGradient = NO_HEALING_FILL_GROUP_FRAME_COLOR_GRADIENT end local fakeHealthGradient = self.layoutData.fakeHealthGradientOverride or ZO_POWER_BAR_GRADIENT_COLORS[COMBAT_MECHANIC_FLAGS_HEALTH] if overlay.noHealingOuter and overlay.fakeNoHealingOuter then end end end, "PowerShield") end, "PowerShield") end ApplyPlatformStyleToShield(info.overlayControls[LEFT_BAR], info.overlayControls[RIGHT_BAR], self.layoutData.barLeftOverlayTemplate, self.layoutData.barRightOverlayTemplate)end return false end end return trueendfunction ZO_UnitVisualizer_PowerShieldModule:ApplyValueToBar(attributeBar, barInfo, leftControl, rightControl, value) -- arbitrary hardcoded threshold to avoid "too-small" values if percentOfBarRequested <= .01 then if rightControl then end return else if rightControl then end end local leftOffsetX = halfWidth * (1 - percentOfBarRequested) if rightControl and rightAttributeBar then else -- In the case that we only have a single bar, that bar grows left-to-right. endend local shieldInfo, traumaInfo, noHealingInfo = barInfo.visualInfo[ATTRIBUTE_VISUAL_POWER_SHIELDING], barInfo.visualInfo[ATTRIBUTE_VISUAL_TRAUMA], barInfo.visualInfo[ATTRIBUTE_VISUAL_NO_HEALING] -- This math just establishes the relationships between each bar: the clamping and scaling to turn these into actual control positions happens in ApplyValueToBar(). -- Each bar is drawn on top of the last one in the sequence, so the actual amount of each bar the player will see will always be distance between the last bar and the next. -- These are the source values: we work a half-scale because we apply one half of the value's magnitude on each side of the total bar. -- We don't do this for health because the parent attribute bar provides us with half-values. -- The anti-healing status is binary; if its value is positive, the overlay is on, otherwise it's off. local health = barInfo.attributeValue -- In the case where we're a brand new visualizer on a unit with an already extant visualized effect, it's possible for us to not have a max health value. In that case, we'll try to grab it from the bar. if attributeBar.barControls[ATTRIBUTE_HEALTH].max and barInfo.attributeMax ~= attributeBar.barControls[ATTRIBUTE_HEALTH].max then end if rightOverlay then shield = shield * .5 trauma = trauma * .5 end -- Shields add to your original health bar, so they grow out of that value. -- When that amount extends beyond your max health we need shrink your fakehealth to compensate, which we carry over as shieldOverflow local shieldBarSize = health + shield -- Trauma starts at your current health value, minus any shield overflow. -- This means that you should perceive the size of this bar as being your "health", it just needs to be overhealed before you can benefit from extra heal. local traumaBarSize = health - shieldOverflow self:ApplyValueToBar(attributeBar, barInfo, leftOverlay.traumaBar, rightOverlay and rightOverlay.traumaBar, traumaBarSize) -- Then the fakehealth starts at the step 2 interpretation of health minus any trauma experienced. -- Sometimes trauma and shield overflow will be 0, in which case this value is the same as your actual health, otherwise it shrinks to fit each effect. local fakeHealthSize = traumaBarSize - trauma self:ApplyValueToBar(attributeBar, barInfo, leftOverlay.fakeHealthBar, rightOverlay and rightOverlay.fakeHealthBar, fakeHealthSize) -- The anti-healing overlay always matches the current health value if it's on. local noHealingSize = noHealing > 0 and health or 0 self:ApplyValueToBar(attributeBar, barInfo, leftOverlay.noHealingInner, rightOverlay and rightOverlay.noHealingInner, noHealingSize) if leftOverlay.noHealingOuter then self:ApplyValueToBar(attributeBar, barInfo, leftOverlay.noHealingOuter, rightOverlay and rightOverlay.noHealingOuter, noHealingSize) end local fakeNoHealingSize = noHealing > 0 and fakeHealthSize or 0 self:ApplyValueToBar(attributeBar, barInfo, leftOverlay.fakeNoHealingInner, rightOverlay and rightOverlay.fakeNoHealingInner, fakeNoHealingSize) if leftOverlay.fakeNoHealingOuter then self:ApplyValueToBar(attributeBar, barInfo, leftOverlay.fakeNoHealingOuter, rightOverlay and rightOverlay.fakeNoHealingOuter, fakeNoHealingSize) end else if rightOverlay then end endend if info.overlayControls then endendlocal STATE_GAINED_SOUND_FOR_VISUAL_TYPE ={ [ATTRIBUTE_VISUAL_POWER_SHIELDING] = STAT_STATE_SHIELD_GAINED, [ATTRIBUTE_VISUAL_TRAUMA] = STAT_STATE_TRAUMA_GAINED, --TODO AntiHealing: Add sound for anti-healing?}local STATE_LOST_SOUND_FOR_VISUAL_TYPE ={ [ATTRIBUTE_VISUAL_POWER_SHIELDING] = STAT_STATE_SHIELD_LOST, [ATTRIBUTE_VISUAL_TRAUMA] = STAT_STATE_TRAUMA_LOST, --TODO AntiHealing: Add sound for anti-healing?} local visualInfo = barInfo.visualInfo[visualType] local lastValue = visualInfo.lastValue endend if barInfo then if barInfo.overlayControls then ApplyPlatformStyleToShield(barInfo.overlayControls[LEFT_BAR], barInfo.overlayControls[RIGHT_BAR], self.layoutData.barLeftOverlayTemplate, self.layoutData.barRightOverlayTemplate) end if barInfo.visualInfo then end end end end endend if barInfo and barInfo.overlayControls then local alpha = isNearby and FULL_ALPHA_VALUE or FADED_ALPHA_VALUE end end end endend |