import "Turbine.UI";
import "Turbine.UI.Lotro";
import "Turbine.Gameplay";
import "KragenPlugs.Utils";
import "KragenPlugs.KragenBars";
CaptainBars = class( KragenPlugs.KragenBars.ClassBar );
function CaptainBars:Constructor()
KragenPlugs.KragenBars.ClassBar.Constructor( self );
-- SET AND UPDATE DEFAULT SETTINGS
if (not settings.class) then
settings.class = vars.playerclass;
self:DefaultSettings();
self:ShowSetup();
else
self.settings = settings.classinfo;
if (settings.vers ~= vars.vers) then
self:UpdateSettings();
end
end
self.fear = 0;
-- BUILD WINDOWS BARS SKILLS AND MULTIS --
-- ALL X, Y, WIDTH, HEIGHT values are in quickslot (ie: 1 width = the width of one quickslot: 35 px);
-- Build Windows SkillWindow( name:String, defaultx:int, defaulty:int, width:int, height:int, settings:table);
self.windows["Healing"] = SkillWindow("Healing", 1, 1, 4, 1, self.settings["Healing"] );
self.windows["Buffs"] = SkillWindow("Buffs", 5, 1, 3, 1, self.settings["Buffs"] );
self.windows["Marks"] = SkillWindow("Marks", 1, 2, 3, 1, self.settings["Marks"] );
self.windows["ShieldBro"] = SkillWindow("Shield Brother", 4, 2, 4, 1, self.settings["ShieldBro"] );
self.windows["BattleBuffs"] = SkillWindow("Battle Buffs", 9, 2, 2, 1, self.settings["BattleBuffs"] );
self.windows["Defeat"] = SkillWindow("DefeatResponse", 1, 3, 4, 1, self.settings["Defeat"] );
self.windows["Emergency"] = SkillWindow("Emergency", 5, 3, 2, 1, self.settings["Emergency"] );
self.windows["Rez"] = SkillWindow("Rez", 7, 3, 2, 1, self.settings["Rez"] );
self.windows["Banners"] = SkillWindow("Banners/Heralds", 10, 3, 2, 1, self.settings["Banners"] );
self.windows["Debuff"] = SkillWindow("Debuff", 9, 3, 1, 1, self.settings["Debuff"] );
self.windows["Attack"] = SkillWindow("Attack", 1, 4, 4, 1, self.settings["Attack"] );
self.windows["Gated"] = SkillWindow("Gated", 5, 4, 3, 1, self.settings["Gated"] );
self.windows["Utility"] = SkillWindow("Utility", 8, 4, 1, 1, self.settings["Utility"] );
self.windows["Threat"] = SkillWindow("Threat", 9, 4, 3, 1, self.settings["Threat"] );
-- Build Bars SkillBar( parent:SkillWindow, x:int, y:int, width:int, height:int, active:Boolean, exclusive:boolean);
self.bars["Attack"] = SkillBar(self.windows["Attack"], 1, 1, 4, 1, true, false);
self.bars["Gated"] = SkillBar(self.windows["Gated"], 1, 1, 3, 1, true, false);
self.bars["Marks"] = SkillBar(self.windows["Marks"], 1, 1, 3, 1, true, true);
self.bars["MultiMark"] = SkillBar(self.windows["Marks"], 1, 1, 1, 1, true, true);
self.bars["ShieldBro"] = SkillBar(self.windows["ShieldBro"], 1, 1, 4, 1, true, false);
self.bars["Defeat"] = SkillBar(self.windows["Defeat"], 1, 1, 4, 1, true, true);
self.bars["Healing"] = SkillBar(self.windows["Healing"], 1, 1, 4, 1, true, false);
self.bars["Buffs"] = SkillBar(self.windows["Buffs"], 1, 1, 3, 1, true, false);
self.bars["Emergency"] = SkillBar(self.windows["Emergency"], 1, 1, 2, 1, true, false);
self.bars["Rez"] = SkillBar(self.windows["Rez"], 1, 1, 2, 1, true, false);
self.bars["Threat"] = SkillBar(self.windows["Threat"], 1, 1, 3, 1, true, false);
self.bars["Utility"] = SkillBar(self.windows["Utility"], 1, 1, 1, 1, true, false);
self.bars["Debuff"] = SkillBar(self.windows["Debuff"], 1, 1, 1, 1, true, false);
self.bars["BattleBuffs"] = SkillBar(self.windows["BattleBuffs"], 1, 1, 2, 1, true, false);
self.bars["Banners"] = SkillBar(self.windows["Banners"], 1, 1, 2, 1, true, false);
-- Build Skills SkillSlot( parent:SkillBar, x:int, y:int, active:Boolean, level:int, hexcode:String );
self.skills["DefensiveStrike"] = SkillSlot(self.bars["Attack"], 1, 1, true, { 1, 54 }, { "0x70002F73", "0x7000FF86" } );
self.skills["SureStrike"] = SkillSlot(self.bars["Attack"], 2, 1, true, 1, "0x700215CF");
self.skills["BattleShout"] = SkillSlot(self.bars["Attack"], 3, 1, true, 1, "0x70002F67");
self.skills["CuttingAttack"] = SkillSlot(self.bars["Attack"], 4, 1, true, 4, "0x70003E4C");
self.skills["DevastatingBlow"] = SkillSlot(self.bars["Gated"], 1, 1, not self.settings["Features"].gated, 2, "0x70002FCF");
self.skills["PressingAttack"] = SkillSlot(self.bars["Gated"], 2, 1, not self.settings["Features"].gated, 10, "0x70003E50");
self.skills["BladeOfElendil"] = SkillSlot(self.bars["Gated"], 3, 1, not self.settings["Features"].gated, { 30, 52 }, { "0x7000AD9A", "0x70017D31" } );
self.skills["NobleMark"] = SkillSlot(self.bars["Marks"], 1, 1, not self.settings["Features"].multimarks, 12, "0x70003E4F");
self.skills["TellingMark"] = SkillSlot(self.bars["Marks"], 2, 1, not self.settings["Features"].multimarks, 18, "0x70003E4D");
self.skills["RevealingMark"] = SkillSlot(self.bars["Marks"], 3, 1, not self.settings["Features"].multimarks, 30, "0x70003E56");
self.skills["ShieldBrother"] = SkillSlot(self.bars["ShieldBro"], 1, 1, true, { 22, 64 }, { "0x7000A1D8", "0x70020DF6" } );
self.skills["Inspire"] = SkillSlot(self.bars["ShieldBro"], 2, 1, true, 22, "0x7000A1D7");
self.skills["ToArms"] = SkillSlot(self.bars["ShieldBro"], 3, 1, true, 40, "0x7000AA0D");
self.skills["StrengthOfWill"] = SkillSlot(self.bars["ShieldBro"], 4, 1, true, 48, "0x7000B058");
self.skills["RallyingCry"] = SkillSlot(self.bars["Defeat"], 1, 1, false, 2, "0x70002F4F");
self.skills["WarCry"] = SkillSlot(self.bars["Defeat"], 2, 1, false, 4, "0x70002F58");
self.skills["RoutingCry"] = SkillSlot(self.bars["Defeat"], 3, 1, false, 8, "0x70002F61");
self.skills["ShadowsLament"] = SkillSlot(self.bars["Defeat"], 4, 1, self.settings["Features"].lament, 60, "0x7000FF8B");
self.skills["WordsOfCourage"] = SkillSlot(self.bars["Healing"], 1, 1, true, 14, "0x70003E51");
self.skills["MusterCourage"] = SkillSlot(self.bars["Healing"], 2, 1, true, 16, "0x70002F99");
self.skills["ValiantStrike"] = SkillSlot(self.bars["Healing"], 3, 1, true, 58, "0x7000FF6D");
self.skills["ShieldOfTheDunadain"] = SkillSlot(self.bars["Healing"], 4, 1, self.settings["Features"].shield, 41, "0x700012F9");
self.skills["MotivatingSpeech"] = SkillSlot(self.bars["Buffs"], 1, 1, true, 16, "0x70003E52");
self.skills["IDOME"] = SkillSlot(self.bars["Buffs"], 2, 1, self.settings["Features"].idome, 41, "0x7000130D");
self.skills["LastStand"] = SkillSlot(self.bars["Emergency"], 2, 1, true, 22, "0x70003E54");
self.skills["InHarmsWay"] = SkillSlot(self.bars["Emergency"], 1, 1, true, 36, "0x70003E58");
self.skills["EscapeFromDarkness"] = SkillSlot(self.bars["Rez"], 1, 1, true, 20, "0x70002F45");
self.skills["CryOfVengence"] = SkillSlot(self.bars["Rez"], 2, 1, false, 32, "0x70003E57");
self.skills["Kick"] = SkillSlot(self.bars["Utility"], 1, 1, true, 44, "0x7000AA0E");
self.skills["ThreateningShout"] = SkillSlot(self.bars["Threat"], 1, 1, true, 26, "0x70002FD5");
self.skills["GraveWound"] = SkillSlot(self.bars["Threat"], 2, 1, true, 42, "0x7000AA0F");
self.skills["Withdraw"] = SkillSlot(self.bars["Threat"], 3, 1, true, { 46, 62 }, { "0x7000AA10", "0x7001F4C9" } );
self.skills["OathbreakersShame"] = SkillSlot(self.bars["Debuff"], 1, 1, self.settings["Features"].oathbreakers, 41, "0x70001306");
self.skills["MakeHaste"] = SkillSlot(self.bars["BattleBuffs"], 1, 1, true, 8, "0x70003E4E");
self.skills["TimeOfNeed"] = SkillSlot(self.bars["BattleBuffs"], 2, 1, true, 50, "0x7000AA12");
-- Build MultiSlots SkillMultiSlot( parent:SkillBar, x:int, y:int, active:Boolean );
-- multi:AddShortCut(name:String, level:int, hex:String);
self.multi["Marks"] = SkillMultiSlot(self.bars["MultiMark"], 1, 1, true);
self.multi["Marks"]:AddShortCut("NobleMark", 12, "0x70003E4F");
self.multi["Marks"]:AddShortCut("TellingMark", 18, "0x70003E4D");
self.multi["Marks"]:AddShortCut("RevealingMark", 30, "0x70003E56");
self.multi["Marks"]:LevelCheck();
self.multi["Tactic"] = SkillMultiSlot(self.bars["Buffs"], 3, 1, true);
self.multi["Tactic"]:AddShortCut("OnGuard", 6, "0x70003E53");
self.multi["Tactic"]:AddShortCut("Relentless", 28, "0x70003E55");
self.multi["Tactic"]:AddShortCut("Focus", 38, "0x70003E59");
self.multi["Tactic"]:LevelCheck();
self.multi["Heralds"] = SkillMultiSlot(self.bars["Banners"], 1, 1, true);
self.multi["Heralds"]:AddShortCut("War", 10, "0x70002F7A");
self.multi["Heralds"]:AddShortCut("Hope", 24, "0x70002FAF");
self.multi["Heralds"]:AddShortCut("Victory", 34, "0x70002F1A");
self.multi["Heralds"]:AddShortCut("Archer", 56, "0x7000FC78");
self.multi["Heralds"]:LevelCheck();
self.multi["Banners"] = ItemMultiSlot(self.bars["Banners"], 2, 1, true);
self.multi["Banners"]:AddShortCut("Banner1", self.settings["Quickslots"].banner1["active"], self.settings["Quickslots"].banner1["type"], self.settings["Quickslots"].banner1["data"]);
self.multi["Banners"]:AddShortCut("Banner2", self.settings["Quickslots"].banner2["active"], self.settings["Quickslots"].banner2["type"], self.settings["Quickslots"].banner2["data"]);
self.multi["Banners"]:AddShortCut("Banner3", self.settings["Quickslots"].banner3["active"], self.settings["Quickslots"].banner3["type"], self.settings["Quickslots"].banner3["data"]);
self.multi["Banners"]:AddShortCut("Armament", self.settings["Quickslots"].armament["active"], self.settings["Quickslots"].armament["type"], self.settings["Quickslots"].armament["data"]);
self.multi["Banners"]:Refresh(true);
-- CLASS SPECIFIC SETUP CODE --
-- Set Combat States
self.multi["Heralds"]:SetCombat( false, true );
-- Default Marks (seperate or multi)
if (not self.settings["Features"].multimarks) then
if (self.windows["Marks"].rotate == 0) then
self.windows["Marks"]:SetSize(35*3, 35);
self.windows["Marks"].width = 3;
self.windows["Marks"].height = 1;
self.multi["Marks"]:SetActive(false);
self.skills["NobleMark"]:SetActive(true);
self.skills["TellingMark"]:SetActive(true);
self.skills["RevealingMark"]:SetActive(true);
self.bars["MultiMark"]:SetZOrder(-10);
self.bars["Marks"]:SetZOrder(0);
else
self.windows["Marks"]:SetSize(35, 35 * 3);
self.windows["Marks"].width = 1;
self.windows["Marks"].height = 3;
self.multi["Marks"]:SetActive(false);
self.skills["NobleMark"]:SetActive(true);
self.skills["TellingMark"]:SetActive(true);
self.skills["RevealingMark"]:SetActive(true);
self.bars["MultiMark"]:SetZOrder(-10);
self.bars["Marks"]:SetZOrder(0);
end
else
self.windows["Marks"]:SetSize(35, 35);
self.multi["Marks"]:SetPosition(0, 0);
self.windows["Marks"].width = 1;
self.windows["Marks"].height = 1;
self.multi["Marks"]:SetActive(true);
self.skills["NobleMark"]:SetActive(false);
self.skills["TellingMark"]:SetActive(false);
self.skills["RevealingMark"]:SetActive(false);
self.bars["MultiMark"]:SetZOrder(0);
self.bars["Marks"]:SetZOrder(-10);
end
-- INITIALIZE BARS
self:InitBars();
self:CombatChange(vars.player:IsInCombat());
end
-- ADD EFFECT EVENT
function CaptainBars:AddEffect( effectIndex )
local addedeffect = vars.player:GetEffects():Get( effectIndex );
if (addedeffect:GetName() == "Enemy Defeat Response") then
self.bars["Defeat"]:SetState( true, addedeffect:GetID());
self.skills["RallyingCry"]:SetActive( true );
self.skills["WarCry"]:SetActive( true );
self.skills["RoutingCry"]:SetActive( true );
self.skills["ShadowsLament"]:SetActive( true );
elseif (addedeffect:GetName() == "Battle-readied") then
self.skills["DevastatingBlow"]:SetState( true, true, addedeffect:GetID());
self.skills["PressingAttack"]:SetState( true, true, addedeffect:GetID());
elseif (addedeffect:GetName() == "Battle-hardened") then
self.skills["BladeOfElendil"]:SetState( true, true, addedeffect:GetID());
elseif (addedeffect:GetName() == "Fellow Defeat Response") then
self.skills["CryOfVengence"]:SetState( true, true, addedeffect:GetID());
elseif (addedeffect:GetName() == "Motivated") then
self.skills["MotivatingSpeech"]:SetState( true, not self.settings["Features"].buffdisappear, addedeffect:GetID());
self.skills["MotivatingSpeech"]:SetHover( not self.settings["Features"].buffdisappear );
self.skills["MotivatingSpeech"]:StartTimer(addedeffect:GetDuration() * .82, true);
elseif (addedeffect:GetName() == "On Guard" or addedeffect:GetName() == "Relentless Attack" or addedeffect:GetName() == "Focus" ) then
self.multi["Tactic"]:SetState( true, self.settings["Features"].tactichover, addedeffect:GetID());
self.multi["Tactic"]:SetHover( self.settings["Features"].tactichover );
self.multi["Tactic"]:StartTimer(addedeffect:GetDuration() * .82, true);
elseif (addedeffect:GetName() == "In Defence of Middle-earth") then
self.skills["IDOME"]:SetState( true, not self.settings["Features"].buffdisappear, addedeffect:GetID());
self.skills["IDOME"]:SetHover( not self.settings["Features"].buffdisappear );
self.skills["IDOME"]:StartTimer(addedeffect:GetDuration() * .75, true);
elseif (addedeffect:GetName() == "Banner of War" or addedeffect:GetName() == "Banner of Victory" or addedeffect:GetName() == "Banner of Hope" or addedeffect:GetName() == "Improved Banner of War" or addedeffect:GetName() == "Improved Banner of Victory" or addedeffect:GetName() == "Improved Banner of Hope" ) then
self.multi["Heralds"]:SetState( true, true, addedeffect:GetID());
self.multi["Heralds"]:SetHover(true);
self.multi["Banners"]:SetState( true, true, addedeffect:GetID());
self.multi["Banners"]:SetHover(true);
-- Fear
elseif (addedeffect:GetCategory() == Turbine.Gameplay.EffectCategory.Fear ) then
self.fear = self.fear + 1;
if (self.settings["Features"].fearindicator) then
self.skills["MusterCourage"]:SetColor("purple");
end
end
end
-- REMOVE EFFECT EVENT
function CaptainBars:RemoveEffect( effect )
-- SetState can be called on both bars and skills
-- it will store the incoming effect id and flag the state as well as trigger visibility
-- SetState(effectstate:Boolean, visibility:Boolean, effectid:int);
if (effect:GetName() == "Enemy Defeat Response") then
self.bars["Defeat"]:SetState( false, effect:GetID());
if (not self.bars["Defeat"].state) then
self.skills["RallyingCry"]:SetActive( false );
self.skills["WarCry"]:SetActive( false );
self.skills["RoutingCry"]:SetActive( false );
self.skills["ShadowsLament"]:SetActive( self.settings["Features"].lament);
end
elseif (effect:GetName() == "Battle-readied") then
self.skills["DevastatingBlow"]:SetState( false, not self.settings["Features"].gated, effect:GetID());
self.skills["PressingAttack"]:SetState( false, not self.settings["Features"].gated, effect:GetID());
elseif (effect:GetName() == "Battle-hardened") then
self.skills["BladeOfElendil"]:SetState( false, not self.settings["Features"].gated, effect:GetID());
elseif (effect:GetName() == "Fellow Defeat Response") then
self.skills["CryOfVengence"]:SetState( false, false, effect:GetID());
elseif (effect:GetName() == "Motivated") then
self.skills["MotivatingSpeech"]:SetState( false, true, effect:GetID());
elseif (effect:GetName() == "On Guard" or effect:GetName() == "Relentless Attack" or effect:GetName() == "Focus") then
self.skills["MotivatingSpeech"]:SetState( false, true, effect:GetID());
elseif (effect:GetName() == "In Defence of Middle-earth") then
self.skills["IDOME"]:SetState( false, true, effect:GetID());
elseif (effect:GetName() == "Banner of War" or effect:GetName() == "Banner of Victory" or effect:GetName() == "Banner of Hope" or effect:GetName() == "Improved Banner of War" or effect:GetName() == "Improved Banner of Victory" or effect:GetName() == "Improved Banner of Hope" ) then
self.multi["Heralds"]:SetState( false, true, effect:GetID());
self.multi["Heralds"]:SetHover(false);
self.multi["Banners"]:SetState( false, true, effect:GetID());
self.multi["Banners"]:SetHover(false);
-- Fear
elseif (effect:GetCategory() == Turbine.Gameplay.EffectCategory.Fear ) then
self.fear = self.fear - 1;
if (self.fear == 0) then
self.skills["MusterCourage"]:SetColor();
end
end
end
-- DEFAULT SETTINGS
function CaptainBars:DefaultSettings()
self.settings = { };
self.settings["Attack"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Gated"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Marks"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["ShieldBro"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Defeat"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Healing"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Buffs"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Emergency"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Rez"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Utility"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Threat"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Debuff"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["BattleBuffs"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Banners"] = { active = true, x = 0, y = 0, rotate = 0 };
self.settings["Features"] = { };
self.settings["Features"].idome = false;
self.settings["Features"].shield = false;
self.settings["Features"].oathbreakers = false;
self.settings["Features"].lament = false;
self.settings["Features"].gated = true;
self.settings["Features"].multimarks = false;
self.settings["Features"].lockmarks = false;
self.settings["Features"].buffdisappear = true;
self.settings["Features"].tactichover = true;
self.settings["Features"].fearindicator = true;
self.settings["Quickslots"] = { };
self.settings["Quickslots"].banner1 = { active = true, type = Turbine.UI.Lotro.ShortcutType.Undefined, data = ""};
self.settings["Quickslots"].banner2 = { active = true, type = Turbine.UI.Lotro.ShortcutType.Undefined, data = ""};
self.settings["Quickslots"].banner3 = { active = true, type = Turbine.UI.Lotro.ShortcutType.Undefined, data = ""};
self.settings["Quickslots"].armament = { active = true, type = Turbine.UI.Lotro.ShortcutType.Undefined, data = ""};
end
-- UPDATE SETTINGS
function CaptainBars:UpdateSettings()
settings.vers = vars.vers;
end
-- DISPLAY SETUP WINDOW AND SET ALL CHECKBOXES COMBOBOXES SLIDERS AND QUICKSLOTS
function CaptainBars:ShowSetup()
self.setup:SetVisible(true);
self.setupbb.opacityslider:SetValue(settings.opacity * 100);
self.setupbb.checkboxlock:SetChecked(settings.lockslots);
self.setupbb.checkboxgrid:SetChecked(settings.snaptogrid);
self.setupbb.checkboxbb1:SetText("Attack");
self.setupbb.checkboxbb1:SetChecked (self.settings["Attack"].active);
self.setupbb.checkboxbb1:SetVisible(true);
self.setupbb.checkboxbb2:SetText("Gated Attack");
self.setupbb.checkboxbb2:SetChecked (self.settings["Gated"].active);
self.setupbb.checkboxbb2:SetVisible(true);
self.setupbb.checkboxbb3:SetText("Marks");
self.setupbb.checkboxbb3:SetChecked (self.settings["Marks"].active);
self.setupbb.checkboxbb3:SetVisible(true);
self.setupbb.checkboxbb4:SetText("Shield Brother");
self.setupbb.checkboxbb4:SetChecked (self.settings["ShieldBro"].active);
self.setupbb.checkboxbb4:SetVisible(true);
self.setupbb.checkboxbb5:SetText("Defeat Response");
self.setupbb.checkboxbb5:SetChecked (self.settings["Defeat"].active);
self.setupbb.checkboxbb5:SetVisible(true);
self.setupbb.checkboxbb6:SetText("Healing");
self.setupbb.checkboxbb6:SetChecked (self.settings["Healing"].active);
self.setupbb.checkboxbb6:SetVisible(true);
self.setupbb.checkboxbb7:SetText("Buffs");
self.setupbb.checkboxbb7:SetChecked (self.settings["Buffs"].active);
self.setupbb.checkboxbb7:SetVisible(true);
self.setupbb.checkboxbb8:SetText("Emergency");
self.setupbb.checkboxbb8:SetChecked (self.settings["Emergency"].active);
self.setupbb.checkboxbb8:SetVisible(true);
self.setupbb.checkboxbb9:SetText("Rez");
self.setupbb.checkboxbb9:SetChecked (self.settings["Rez"].active);
self.setupbb.checkboxbb9:SetVisible(true);
self.setupbb.checkboxbb10:SetText("Utility");
self.setupbb.checkboxbb10:SetChecked (self.settings["Utility"].active);
self.setupbb.checkboxbb10:SetVisible(true);
self.setupbb.checkboxbb11:SetText("Threat");
self.setupbb.checkboxbb11:SetChecked (self.settings["Threat"].active);
self.setupbb.checkboxbb11:SetVisible(true);
self.setupbb.checkboxbb12:SetText("Debuff");
self.setupbb.checkboxbb12:SetChecked (self.settings["Debuff"].active);
self.setupbb.checkboxbb12:SetVisible(true);
self.setupbb.checkboxbb13:SetText("Battle Buffs");
self.setupbb.checkboxbb13:SetChecked (self.settings["BattleBuffs"].active);
self.setupbb.checkboxbb13:SetVisible(true);
self.setupbb.checkboxbb14:SetText("Banners/Heralds");
self.setupbb.checkboxbb14:SetChecked (self.settings["Banners"].active);
self.setupbb.checkboxbb14:SetVisible(true);
self.setupf.checkboxf1:SetText("IDOME");
self.setupf.checkboxf1:SetChecked (self.settings["Features"].idome);
self.setupf.checkboxf1:SetVisible(true);
self.setupf.checkboxf2:SetText("Shield of the Dunadain");
self.setupf.checkboxf2:SetChecked (self.settings["Features"].shield);
self.setupf.checkboxf2:SetVisible(true);
self.setupf.checkboxf3:SetText("Oathbreaker's Shame");
self.setupf.checkboxf3:SetChecked (self.settings["Features"].oathbreakers);
self.setupf.checkboxf3:SetVisible(true);
self.setupf.checkboxf4:SetText("Master of War");
self.setupf.checkboxf4:SetChecked (self.settings["Features"].lament);
self.setupf.checkboxf4:SetVisible(true);
self.setupf.checkboxf10:SetText("Gate Skills");
self.setupf.checkboxf10:SetChecked (self.settings["Features"].gated);
self.setupf.checkboxf10:SetVisible(true);
self.setupf.checkboxf11:SetText("Multi Marks");
self.setupf.checkboxf11:SetChecked (self.settings["Features"].multimarks);
self.setupf.checkboxf11:SetVisible(true);
self.setupf.checkboxf12:SetText("Buff Disappear");
self.setupf.checkboxf12:SetChecked (self.settings["Features"].buffdisappear);
self.setupf.checkboxf12:SetVisible(true);
self.setupf.checkboxf13:SetText("Tactic Hover");
self.setupf.checkboxf13:SetChecked (self.settings["Features"].tactichover);
self.setupf.checkboxf13:SetVisible(true);
self.setupf.checkboxf14:SetText("Fear Indicator");
self.setupf.checkboxf14:SetChecked (self.settings["Features"].fearindicator);
self.setupf.checkboxf14:SetVisible(true);
self.setupqs.quickslot1:SetVisible(true);
pcall(function() self.setupqs.quickslot1:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].banner1["type"], self.settings["Quickslots"].banner1["data"] ) ); end);
self.setupqs.quickslot1cb:SetText("Banner 1");
self.setupqs.quickslot1cb:SetChecked(self.settings["Quickslots"].banner1["active"]);
self.setupqs.quickslot1cb:SetVisible(true);
self.setupqs.quickslot2:SetVisible(true);
pcall(function() self.setupqs.quickslot2:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].banner2["type"], self.settings["Quickslots"].banner2["data"] ) ); end);
self.setupqs.quickslot2cb:SetText("Banner 2");
self.setupqs.quickslot2cb:SetChecked(self.settings["Quickslots"].banner2["active"]);
self.setupqs.quickslot2cb:SetVisible(true);
self.setupqs.quickslot3:SetVisible(true);
pcall(function() self.setupqs.quickslot3:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].banner3["type"], self.settings["Quickslots"].banner3["data"] ) ); end);
self.setupqs.quickslot3cb:SetText("Banner 3");
self.setupqs.quickslot3cb:SetChecked(self.settings["Quickslots"].banner3["active"]);
self.setupqs.quickslot3cb:SetVisible(true);
self.setupqs.quickslot4:SetVisible(true);
pcall(function() self.setupqs.quickslot4:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].armament["type"], self.settings["Quickslots"].armament["data"] ) ); end);
self.setupqs.quickslot4cb:SetText("Armaments");
self.setupqs.quickslot4cb:SetChecked(self.settings["Quickslots"].armament["active"]);
self.setupqs.quickslot4cb:SetVisible(true);
end
-- SET ALL VARIABLES OFF OF SETUP WINDOW
function CaptainBars:SetupClosing()
settings.opacity = self.setupbb.opacityslider:GetValue() / 100;
settings.lockslots = self.setupbb.checkboxlock:IsChecked();
settings.snaptogrid = self.setupbb.checkboxgrid:IsChecked();
self.settings["Attack"].active = self.setupbb.checkboxbb1:IsChecked();
self.settings["Gated"].active = self.setupbb.checkboxbb2:IsChecked();
self.settings["Marks"].active = self.setupbb.checkboxbb3:IsChecked();
self.settings["ShieldBro"].active = self.setupbb.checkboxbb4:IsChecked();
self.settings["Defeat"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["Healing"].active = self.setupbb.checkboxbb6:IsChecked();
self.settings["Buffs"].active = self.setupbb.checkboxbb7:IsChecked();
self.settings["Emergency"].active = self.setupbb.checkboxbb8:IsChecked();
self.settings["Rez"].active = self.setupbb.checkboxbb9:IsChecked();
self.settings["Utility"].active = self.setupbb.checkboxbb10:IsChecked();
self.settings["Threat"].active = self.setupbb.checkboxbb11:IsChecked();
self.settings["Debuff"].active = self.setupbb.checkboxbb12:IsChecked();
self.settings["BattleBuffs"].active = self.setupbb.checkboxbb13:IsChecked();
self.settings["Banners"].active = self.setupbb.checkboxbb14:IsChecked();
self.settings["Features"].idome = self.setupf.checkboxf1:IsChecked();
self.settings["Features"].shield = self.setupf.checkboxf2:IsChecked();
self.settings["Features"].oathbreakers = self.setupf.checkboxf3:IsChecked();
self.settings["Features"].lament = self.setupf.checkboxf4:IsChecked();
self.settings["Features"].gated = self.setupf.checkboxf10:IsChecked();
self.settings["Features"].multimarks = self.setupf.checkboxf11:IsChecked();
self.settings["Features"].buffdisappear = self.setupf.checkboxf12:IsChecked();
self.settings["Features"].tactichover = self.setupf.checkboxf13:IsChecked();
self.settings["Features"].fearindicator = self.setupf.checkboxf14:IsChecked();
self.settings["Quickslots"].banner1 = { active = self.setupqs.quickslot1cb:IsChecked(), type = self.setupqs.quickslot1:GetShortcut():GetType(), data = self.setupqs.quickslot1:GetShortcut():GetData() };
self.settings["Quickslots"].banner2 = { active = self.setupqs.quickslot2cb:IsChecked(), type = self.setupqs.quickslot2:GetShortcut():GetType(), data = self.setupqs.quickslot2:GetShortcut():GetData() };
self.settings["Quickslots"].banner3 = { active = self.setupqs.quickslot3cb:IsChecked(), type = self.setupqs.quickslot3:GetShortcut():GetType(), data = self.setupqs.quickslot3:GetShortcut():GetData() };
self.settings["Quickslots"].armament = { active = self.setupqs.quickslot4cb:IsChecked(), type = self.setupqs.quickslot4:GetShortcut():GetType(), data = self.setupqs.quickslot4:GetShortcut():GetData() };
self:SaveSettings();
self:Refresh();
end
-- REFRESH SKILLS AND BARS
function CaptainBars:Refresh()
-- GENERIC REFRESH (Required for all classes)
self:RefreshBars();
settings.snaptogrid = true;
-- CLASS SPECIFIC REFRESH
-- Setup Marks (Seperate or Multi)
if (not self.settings["Features"].multimarks) then
if (self.windows["Marks"].rotate == 0) then
self.windows["Marks"]:SetSize(35*3, 35);
self.windows["Marks"].width = 3;
self.windows["Marks"].height = 1;
self.multi["Marks"]:SetActive(false);
self.skills["NobleMark"]:SetActive(true);
self.skills["TellingMark"]:SetActive(true);
self.skills["RevealingMark"]:SetActive(true);
self.bars["MultiMark"]:SetZOrder(-10);
self.bars["Marks"]:SetZOrder(0);
else
self.windows["Marks"]:SetSize(35, 35 * 3);
self.windows["Marks"].width = 1;
self.windows["Marks"].height = 3;
self.multi["Marks"]:SetActive(false);
self.skills["NobleMark"]:SetActive(true);
self.skills["TellingMark"]:SetActive(true);
self.skills["RevealingMark"]:SetActive(true);
self.bars["MultiMark"]:SetZOrder(-10);
self.bars["Marks"]:SetZOrder(0);
end
else
self.windows["Marks"]:SetSize(35, 35);
self.multi["Marks"]:SetPosition(0, 0);
self.windows["Marks"].width = 1;
self.windows["Marks"].height = 1;
self.multi["Marks"]:SetActive(true);
self.skills["NobleMark"]:SetActive(false);
self.skills["TellingMark"]:SetActive(false);
self.skills["RevealingMark"]:SetActive(false);
self.bars["MultiMark"]:SetZOrder(0);
self.bars["Marks"]:SetZOrder(-10);
end
-- Setup Features
self.skills["IDOME"]:SetActive(self.settings["Features"].idome);
self.skills["ShieldOfTheDunadain"]:SetActive(self.settings["Features"].shield);
self.skills["OathbreakersShame"]:SetActive(self.settings["Features"].oathbreakers);
self.skills["DevastatingBlow"]:SetActive(not self.settings["Features"].gated or self.skills["DevastatingBlow"].state);
self.skills["PressingAttack"]:SetActive(not self.settings["Features"].gated or self.skills["PressingAttack"].state);
self.skills["BladeOfElendil"]:SetActive(not self.settings["Features"].gated or self.skills["BladeOfElendil"].state);
self.skills["ShadowsLament"]:SetActive(self.settings["Features"].lament or self.bars["Defeat"].state);
-- Level Check Multis
self.multi["Tactic"]:LevelCheck();
self.multi["Marks"]:LevelCheck();
self.multi["Heralds"]:LevelCheck();
-- Clear and Recreate Banner Multi
self.multi["Banners"]:Clear();
self.multi["Banners"]:AddShortCut("Banner 1", self.settings["Quickslots"].banner1["active"], self.settings["Quickslots"].banner1["type"], self.settings["Quickslots"].banner1["data"]);
self.multi["Banners"]:AddShortCut("Banner 2", self.settings["Quickslots"].banner2["active"], self.settings["Quickslots"].banner2["type"], self.settings["Quickslots"].banner2["data"]);
self.multi["Banners"]:AddShortCut("Banner 3", self.settings["Quickslots"].banner3["active"], self.settings["Quickslots"].banner3["type"], self.settings["Quickslots"].banner3["data"]);
self.multi["Banners"]:AddShortCut("Armament", self.settings["Quickslots"].armament["active"], self.settings["Quickslots"].armament["type"], self.settings["Quickslots"].armament["data"]);
self.multi["Banners"]:Refresh(true);
-- Setup Buff Disappear
if (self.settings["Features"].buffdisappear) then
self.skills["MotivatingSpeech"]:SetHover(false);
self.skills["IDOME"]:SetHover(false);
self.skills["MotivatingSpeech"]:SetActive(not self.skills["MotivatingSpeech"].state);
self.skills["IDOME"]:SetActive(not self.skills["IDOME"].state and self.settings["Features"].idome);
else
self.skills["MotivatingSpeech"]:SetActive(true);
self.skills["MotivatingSpeech"]:SetHover(self.skills["MotivatingSpeech"].state);
self.skills["IDOME"]:SetHover(self.skills["IDOME"].state);
self.skills["IDOME"]:SetActive(self.settings["Features"].idome);
end
if (self.settings["Features"].tactichover) then
self.multi["Tactic"]:SetActive(true);
self.multi["Tactic"]:SetHover(self.multi["Tactic"].state);
else
self.multi["Tactic"]:SetHover(false);
self.multi["Tactic"]:SetActive(not self.multi["Tactic"].state);
end
if (self.settings["Features"].fearindicator and self.fear > 0) then
self.skills["MusterCourage"]:SetColor("purple");
else
self.skills["MusterCourage"]:SetColor();
end
-- Refresh States
self:CombatChange(vars.player:IsInCombat());
Turbine.Shell.WriteLine("KragenBars: Captain Bars refresh completed successfully.");
end