|
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 |
-- optionalDockCardUpgradeContext should be a table from ZO_TributePatronData:GetDockCards -- Header if isContract then elseif isCurse then else end if not isCurse then end -- Title if acquireCost > 0 then acquirePair:SetStat(GetString("SI_TRIBUTERESOURCE_ACQUIRE", costResourceType), self:GetStyle("statValuePairStat")) end if defeatCost > 0 then defeatPair:SetStat(GetString("SI_TRIBUTERESOURCE_DEFEAT", defeatResourceType), self:GetStyle("statValuePairStat")) end -- Activation Mechanics -- Even when there are no activation effects, add the header, cause we'll put a line saying there are no activation effects local triggerSection = nil local ON_ACTIVATION = TRIBUTE_MECHANIC_ACTIVATION_SOURCE_ACTIVATION if numMechanics > 0 then local hasNonTriggerMechanics = false local triggerMechanics = {} activationSection:AddLine(GetString(SI_TRIBUTE_CARD_CHOOSE_ONE_MECHANIC), self:GetStyle("tributeBodyText"), self:GetStyle("tributeChooseOneText")) end local PREPEND_ICON = true for index = 1, numMechanics do if triggerId ~= 0 then local triggerMechanicData = { index = index, id = triggerId, } else hasNonTriggerMechanics = true end end if not hasNonTriggerMechanics then activationSection:AddLine(GetString(SI_TRIBUTE_CARD_NO_PLAY_EFFECT_DESCRIPTION), self:GetStyle("tributeBodyText")) end if #triggerMechanics > 0 then triggerSection:AddLine(GetString(SI_TRIBUTE_CARD_TRIGGER_EFFECT_HEADER), self:GetStyle("bodyHeader")) end end else activationSection:AddLine(GetString(SI_TRIBUTE_CARD_NO_PLAY_EFFECT_DESCRIPTION), self:GetStyle("tributeBodyText")) end if triggerSection then end -- Combo mechanics local ON_COMBO = TRIBUTE_MECHANIC_ACTIVATION_SOURCE_COMBO if numMechanics > 0 then local comboSection = nil -- We technically only support combo 2, combo 3, and combo 4 right now. Any more requires a different visual solution on the card itself. -- That said, it makes no real difference to support an arbitrarily higher number here to remain somewhat flexible for future designs -- since we'll stop as soon as we've processed every mechanic anyway local MIN_COMBO_NUM = 2 local MAX_COMBO_NUM = 10 local PREPEND_ICON = true local mechanicsProcessed = 0 for currentComboNum = MIN_COMBO_NUM, MAX_COMBO_NUM do local isHeaderShown = false for comboMechanicIndex = 1, numMechanics do if currentComboNum == mechanicComboNum then if not isHeaderShown then if comboSection then end isHeaderShown = true end mechanicsProcessed = mechanicsProcessed + 1 if mechanicsProcessed == numMechanics then break end end end if mechanicsProcessed == numMechanics then break end end end -- Flags end if isContract then elseif isCurse then end -- Flavor Text if flavorText ~= "" then section:AddLine(zo_strformat(GetString(SI_TRIBUTE_CARD_TEXT_FORMATTER), cardData:GetFlavorText()), self:GetStyle("tributeBodyText")) end -- Upgrade Information -- If the context has an upgradesTo, that means it's a base card, it has an upgrade, and we do not currently have the upgrade unlocked if optionalDockCardUpgradeContext and optionalDockCardUpgradeContext.upgradesTo then local upgradesToCardData = ZO_TributeCardData:New(cardData:GetPatronDefId(), optionalDockCardUpgradeContext.upgradesTo) section:AddLine(zo_strformat(GetString(SI_TRIBUTE_CARD_AVAILABLE_UPGRADE_FORMATTER), cardData:GetColorizedName(), upgradesToCardData:GetColorizedName()), self:GetStyle("tributeBodyText")) section:AddLine(GetTributeCardUpgradeHintText(cardData:GetPatronDefId(), optionalDockCardUpgradeContext.cardIndex), self:GetStyle("tributeBodyText")) endend local showActivationText = requirementsText ~= "" and mechanicsText ~= "" if showActivationText or numPassiveMechanics > 0 then --Layout the title of the favor state if favorState == TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_FAVORS_PLAYER then favorSection:AddLine(favorText, colorStyle or self:GetStyle("succeeded"), self:GetStyle("bodyHeader")) elseif favorState == TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_NEUTRAL then elseif favorState == TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_FAVORS_OPPONENT then else end local passiveFormatterStringId = useDesaturatedText and SI_TRIBUTE_PATRON_TOOLTIP_PASSIVE_MECHANIC_DISABLED_FORMATTER or SI_TRIBUTE_PATRON_TOOLTIP_PASSIVE_MECHANIC_FORMATTER for mechanicIndex = 1, numPassiveMechanics do favorSection:AddLine(zo_strformat(GetString(passiveFormatterStringId), triggerText, mechanicText), colorStyle or self:GetStyle("whiteFontColor"), self:GetStyle("bodyDescription")) end if showActivationText then local resultText = "" --Do not include the result string for neutral patrons local displayFavorState = favorState if patronData:DoesSkipNeutralFavorState() and favorState == TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_FAVORS_OPPONENT then displayFavorState = TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_NEUTRAL end end local formatterStringId = useDesaturatedText and SI_TRIBUTE_PATRON_TOOLTIP_FAVOR_DESCRIPTION_DISABLED_FORMATTER or SI_TRIBUTE_PATRON_TOOLTIP_FAVOR_DESCRIPTION_FORMATTER favorSection:AddLine(zo_strformat(GetString(formatterStringId), requirementsText, mechanicsText, resultText), colorStyle or self:GetStyle("whiteFontColor"), self:GetStyle("bodyDescription")) end endend local highlightActivePatronState = optionalArgs and optionalArgs.highlightActivePatronState or false local suppressNotCollectibleWarning = optionalArgs and optionalArgs.suppressNotCollectibleWarning or false local showAcquireHint = optionalArgs and optionalArgs.showAcquireHint or false local showLore = optionalArgs and optionalArgs.showLore or false local overrideFavorState = optionalArgs and optionalArgs.overrideFavorState -- Header topSection:AddLine(GetString("SI_TRIBUTEPATRONPERSPECTIVEFAVORSTATE", TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_NEUTRAL)) else --Neutral patrons should never be collectible if collectionId ~= 0 then topSection:AddLine(GetString("SI_COLLECTIBLEUNLOCKSTATE", GetCollectibleUnlockStateById(collectionId))) end end -- Title local currentFavorState = nil --If an override favor state was set, highlight that instead of the active favor state if overrideFavorState then currentFavorState = overrideFavorState elseif highlightActivePatronState and TRIBUTE.GetGameFlowState and TRIBUTE:GetGameFlowState() ~= TRIBUTE_GAME_FLOW_STATE_INACTIVE then -- Highlight the active Favor state only if requested and if a Tribute game is currently active. if patronStall then end end do local useDesaturatedText useDesaturatedText = currentFavorState and currentFavorState ~= TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_FAVORS_PLAYER or false self:LayoutTributePatronFavorStateInfo(patronData, TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_FAVORS_PLAYER, useDesaturatedText) useDesaturatedText = currentFavorState and currentFavorState ~= TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_NEUTRAL or false self:LayoutTributePatronFavorStateInfo(patronData, TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_NEUTRAL, useDesaturatedText) useDesaturatedText = currentFavorState and currentFavorState ~= TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_FAVORS_OPPONENT or false self:LayoutTributePatronFavorStateInfo(patronData, TRIBUTE_PATRON_PERSPECTIVE_FAVOR_STATE_FAVORS_OPPONENT, useDesaturatedText) end -- Body if showLore then if loreDescription ~= "" then end end local collectibleSection = nil if collectionId == 0 then if not suppressNotCollectibleWarning then collectibleSection:AddLine(GetString(SI_TRIBUTE_PATRON_TOOLTIP_NO_COLLECTIBLE), self:GetStyle("bodyDescription"), self:GetStyle("failed")) end elseif showAcquireHint then end if collectibleSection then endend return end do end do local numCards = patronCardCountData.numCards patronsSection:AddLine(zo_strformat(GetString(SI_TRIBUTE_PATRON_NAME_WITH_COUNT_AND_SUIT_ICON_FORMATTER), numCards, patronSuitIcon, patronName), self:GetStyle("whiteFontColor"), self:GetStyle("bodyDescription")) end --If we are looking at either player's agent pile, we need to include any confined cards as well if boardLocation == TRIBUTE_BOARD_LOCATION_PLAYER_BOARD_AGENT or boardLocation == TRIBUTE_BOARD_LOCATION_OPPONENT_BOARD_AGENT then local confinedLocation = boardLocation == TRIBUTE_BOARD_LOCATION_PLAYER_BOARD_AGENT and TRIBUTE_BOARD_LOCATION_PLAYER_PRISON or TRIBUTE_BOARD_LOCATION_OPPONENT_PRISON if numConfined > 0 then confinedSection:AddLine(zo_strformat(GetString(SI_TRIBUTE_CONFINED_COUNT_FORMATTER), numConfined), self:GetStyle("whiteFontColor"), self:GetStyle("bodyDescription")) end end endend titleSection:AddLine(zo_strformat(SI_TRIBUTE_RESOURCE_NAME_FORMATTER, GetString("SI_TRIBUTERESOURCE", resource))) bodySection:AddLine(GetString("SI_TRIBUTERESOURCE_TOOLTIP", resource), self:GetStyle("bodyDescription"))end bodySection:AddLine(GetString(SI_TRIBUTE_DISCARD_COUNTER_TOOLTIP_DESCRIPTION), self:GetStyle("bodyDescription"))end bodySection:AddLine(GetString(SI_TRIBUTE_PATRON_USAGE_COUNTER_TOOLTIP_DESCRIPTION), self:GetStyle("bodyDescription"))end |