import "Turbine.UI";
import "Turbine.UI.Lotro";
import "Turbine.Gameplay";
import "KragenPlugs.Utils";
import "KragenPlugs.KragenBars";
ChampionBars = class( KragenPlugs.KragenBars.ClassBar );
function ChampionBars:Constructor()
KragenPlugs.KragenBars.ClassBar.Constructor( self );
-- class settings arent saved then load the 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;
self.controlledburnflag = false;
-- 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["SelfBuffs"] = SkillWindow("Self Buffs", 1, 1, 9, 1, self.settings["SelfBuffs"] );
self.windows["Defeat"] = SkillWindow("Defeat Response", 10, 1, 3, 2, self.settings["Defeat"] );
self.windows["Fervor:Util"] = SkillWindow("Fervor:Utility", 1, 2, 3, 1, self.settings["Fervor:Util"] );
self.windows["Conditional"] = SkillWindow("Conditional", 4, 2, 2, 1, self.settings["Conditional"] );
self.windows["Fervor:AOE"] = SkillWindow("Fervor:AOE", 1, 3, 4, 1, self.settings["Fervor:AOE"] );
self.windows["Threat"] = SkillWindow("Threat", 5, 3, 3, 1, self.settings["Threat"] );
self.windows["Stunned"] = SkillWindow("Stunned", 11, 3, 2, 1, self.settings["Stunned"] );
self.windows["Ranged"] = SkillWindow("Ranged", 10, 3, 1, 1, self.settings["Ranged"] );
self.windows["Melee"] = SkillWindow("Melee", 1, 4, 3, 1, self.settings["Melee"] );
self.windows["Fervor:ST"] = SkillWindow("Fervor:Single Target", 4, 4, 4, 1, self.settings["Fervor:ST"] );
self.windows["Buffs"] = SkillWindow("Buffs", 8, 4, 2, 1, self.settings["Buffs"] );
self.windows["Stances"] = SkillWindow("Stances", 12, 4, 1, 1, self.settings["Stances"] );
--self.windows["Utility"] = SkillWindow("Utility", 10, 1, 3, 1, self.settings["Utility"] );
-- Build Bars SkillBar( parent:SkillWindow, x:int, y:int, width:int, height:int, active:Boolean);
self.bars["Melee"] = SkillBar(self.windows["Melee"], 1, 1, 3, 1, true, false);
self.bars["Fervor:ST"] = SkillBar(self.windows["Fervor:ST"], 1, 1, 4, 1, true, false);
self.bars["Fervor:AOE"] = SkillBar(self.windows["Fervor:AOE"], 1, 1, 4, 1, true, false);
self.bars["Fervor:Util"] = SkillBar(self.windows["Fervor:Util"], 1, 1, 3, 1, true, false);
self.bars["Conditional"] = SkillBar(self.windows["Conditional"], 1, 1, 2, 1, true, false);
self.bars["Defeat"] = SkillBar(self.windows["Defeat"], 1, 1, 3, 2, true, true);
self.bars["Buffs"] = SkillBar(self.windows["Buffs"], 1, 1, 2, 1, true, false);
self.bars["SelfBuffs"] = SkillBar(self.windows["SelfBuffs"], 1, 1, 9, 1, true, false);
self.bars["Threat"] = SkillBar(self.windows["Threat"], 1, 1, 3, 1, true, false);
self.bars["Stances"] = SkillBar(self.windows["Stances"], 1, 1, 1, 1, true, true);
self.bars["Stunned"] = SkillBar(self.windows["Stunned"], 1, 1, 2, 1, true, false);
self.bars["Ranged"] = SkillBar(self.windows["Ranged"], 1, 1, 1, 1, true, false);
-- Build Skills SkillSlot( parent:SkillBar, x:int, y:int, active:Boolean, level:int, hexcode:String );
-- For skills that need to be replaced with a new version you can enter level as a table
-- ie. {["start"] = 1, ["end"] = 34]}
-- then set the new skill level to 34 and it will replace the old at that level
self.skills["WildAttack"] = SkillSlot(self.bars["Melee"], 1, 1, true, 1, "0x70003DFC");
self.skills["BladeWall"] = SkillSlot(self.bars["Melee"], 2, 1, true, 1, "0x70003DFD");
self.skills["SwiftStrike"] = SkillSlot(self.bars["Melee"], 3, 1, true, 1, "0x7000300F");
self.skills["SavageStrikes"] = SkillSlot(self.bars["Fervor:ST"], 1, 1, true, { 2, 52 }, { "0x70003DFE", "0x7000F661" } );
self.skills["BrutalStrikes"] = SkillSlot(self.bars["Fervor:ST"], 2, 1, true, 6, "0x70003E01");
self.skills["RelentlessStrike"] = SkillSlot(self.bars["Fervor:ST"], 3, 1, true, { 20, 62 }, { "0x70003E07", "0x7001F4B3" } );
self.skills["FerociousStrikes"] = SkillSlot(self.bars["Fervor:ST"], 4, 1, self.settings["Features"].ferocious, 41, "0x70002D8D");
self.skills["BladeStorm"] = SkillSlot(self.bars["Fervor:AOE"], 1, 1, true, 10, "0x70003E03");
self.skills["Cleave"] = SkillSlot(self.bars["Fervor:AOE"], 2, 1, true, { 16, 54 }, { "0x70003E05", "0x7000F660" } );
self.skills["SoundTheAttack"] = SkillSlot(self.bars["Fervor:AOE"], 3, 1, true, 34, "0x70003E0D");
self.skills["RagingBlades"] = SkillSlot(self.bars["Fervor:AOE"], 4, 1, self.settings["Features"].raging, 41, "0x70002DA9");
self.skills["BracingAttack"] = SkillSlot(self.bars["Fervor:Util"], 3, 1, true, 1, "0x70003E04");
self.skills["Clobber"] = SkillSlot(self.bars["Fervor:Util"], 1, 1, true, 2, "0x70003E0C");
self.skills["Hamstring"] = SkillSlot(self.bars["Fervor:Util"], 2, 1, true, 3, "0x70003E0E" );
self.skills["MercifulStrike"] = SkillSlot(self.bars["Conditional"], 1, 1, true, 24, "0x70003E09");
self.skills["FightingDirty"] = SkillSlot(self.bars["Conditional"], 2, 1, true, 26, "0x70003E0A" );
self.skills["SecondWind"] = SkillSlot(self.bars["Defeat"], 1, 1, false, 14, "0x7000D47A");
self.skills["Heroics"] = SkillSlot(self.bars["Defeat"], 2, 1, false, { 40, 64 }, { "0x70009678", "0x70020DF3" } );
self.skills["RedHaze"] = SkillSlot(self.bars["Defeat"], 3, 1, false, 50, "0x7000967D");
self.skills["ArdentFlurry"] = SkillSlot(self.bars["Defeat"], 1, 2, false, 10, "0x7000D606");
self.skills["GloriousExchange"] = SkillSlot(self.bars["Defeat"], 2, 2, false, 30, "0x7000D626");
self.skills["BlockingBlades"] = SkillSlot(self.bars["Defeat"], 3, 2, false, 48, "0x70009679");
self.skills["Flurry"] = SkillSlot(self.bars["Buffs"], 1, 1, true, 4, "0x70003E00");
self.skills["ExchangeOfBlows"] = SkillSlot(self.bars["Buffs"], 2, 1, true, 8, "0x70003E02");
self.skills["BattleFrenzy"] = SkillSlot(self.bars["SelfBuffs"], 1, 1, true, 8, "0x70003043");
self.skills["SuddenDefence"] = SkillSlot(self.bars["SelfBuffs"], 2, 1, true, 18, "0x70003E06");
self.skills["Sprint"] = SkillSlot(self.bars["SelfBuffs"], 3, 1, true, 28, "0x70003E0B");
self.skills["DireNeed"] = SkillSlot(self.bars["SelfBuffs"], 4, 1, true, 30, "0x70003047");
self.skills["FightOn"] = SkillSlot(self.bars["SelfBuffs"], 5, 1, self.settings["Features"].fighton, 41, "0x70002D9D");
self.skills["FearNothing"] = SkillSlot(self.bars["SelfBuffs"], 6, 1, true, 46, "0x70021D27");
self.skills["Adamant"] = SkillSlot(self.bars["SelfBuffs"], 7, 1, true, 56, "0x7000F70B");
self.skills["GreatCleave"] = SkillSlot(self.bars["SelfBuffs"], 8, 1, true, 58, "0x7000F70C");
self.skills["CBR"] = SkillSlot(self.bars["SelfBuffs"], 9, 1, self.settings["Features"].cbr, 60, "0x7000F70A");
self.skills["Challenge"] = SkillSlot(self.bars["Threat"], 1, 1, true, 22, "0x70003E08");
self.skills["RisingIre"] = SkillSlot(self.bars["Threat"], 2, 1, true, 42, "0x70009E5C");
self.skills["EbbingIre"] = SkillSlot(self.bars["Threat"], 3, 1, true, 44, "0x70009E5B");
self.skills["Hedge"] = SkillSlot(self.bars["Stunned"], 1, 1, false, 38, "0x70003E0F");
self.skills["BloodRage"] = SkillSlot(self.bars["Stunned"], 2, 1, false, 60, "0x7000F70E");
self.skills["LetFly"] = SkillSlot(self.bars["Ranged"], 1, 1, true, 30, "0x70003E14");
-- Build Stance Slot (Multi) SkillMultiSlot(parent:SkillBar, x:int, y:int, active:Boolean);
-- AddShortcut to Multi Slot SkillMultiSlot:AddShortcut(skillname:String, level:int, hex:String);
-- After Declaring Shortcuts you need to call LevelCheck to validate the levels
-- LevelCheck should also be called on refresh;
self.multi["StanceSlot"] = SkillMultiSlot(self.bars["Stances"], 1, 1, true);
self.multi["StanceSlot"]:AddShortCut("Fervour", 4, "0x70003DFF");
self.multi["StanceSlot"]:AddShortCut("Ardour", 10, "0x7000D46C");
self.multi["StanceSlot"]:AddShortCut("Glory", 30, "0x7000967C");
if (self.settings["Features"].controlled) then self.multi["StanceSlot"]:AddShortCut("ControlledBurn", 45, "0x70002DB5"); end
self.multi["StanceSlot"]:LevelCheck();
-- Combat States
self.skills["Hamstring"]:SetCombat(true, false);
self.skills["SuddenDefence"]:SetCombat(true, false);
-- Stance Change Event
AddCallback(vars.classattr, "StanceChanged", function(sender, args)
KragenBars:StanceChange(vars.classattr:GetStance());
end);
-- Fervor Change Event
AddCallback(vars.classattr, "FervorChanged", function(sender, args)
KragenBars:FervorChange(vars.classattr:GetFervor());
end);
-- initial setup
self:InitBars();
self:FervorChange(vars.classattr:GetFervor());
self:CombatChange(vars.player:IsInCombat());
for i = 1, vars.effects:GetCount() do
if(vars.effects:Get(i):GetName() == "Champion's Fervour") then
self:StanceChange(1);
elseif(vars.effects:Get(i):GetName() == "Ardour") then
self:StanceChange(2);
elseif(vars.effects:Get(i):GetName() == "Glory") then
self:StanceChange(3);
else
self:StanceChange(0);
end
end
end
function ChampionBars:AddEffect( effectIndex )
local addedeffect = vars.player:GetEffects():Get( effectIndex );
-- 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);
-- Defeat Response
if (addedeffect:GetName() == "Enemy Defeat Response") then
self.bars["Defeat"]:SetState(true, addedeffect:GetID());
self.skills["SecondWind"]:SetActive( true );
self.skills["Heroics"]:SetActive( true );
self.skills["RedHaze"]:SetActive( true );
self.skills["ArdentFlurry"]:SetActive( (self.stance == 2 or self.controlledburnflag) and not self.skills["ArdentFlurry"].state);
self.skills["GloriousExchange"]:SetActive( (self.stance == 3 or self.controlledburnflag) and not self.skills["GloriousExchange"].state);
self.skills["BlockingBlades"]:SetActive( (self.stance ~= 1) and not self.skills["BlockingBlades"].state);
-- Blocking Blades
elseif (addedeffect:GetName() == "Blocking Blades") then
self.skills["BlockingBlades"]:SetState(true, false, addedeffect:GetID());
-- Ardent Flurry
elseif (addedeffect:GetName() == "Ardent Flurry") then
self.skills["ArdentFlurry"]:SetState(true, false, addedeffect:GetID());
-- Glorious Exchange
elseif (addedeffect:GetName() == "Glorious Exchange") then
self.skills["GloriousExchange"]:SetState(true, false, addedeffect:GetID());
-- Flurry
elseif (addedeffect:GetName() == "Flurry" or addedeffect:GetName() == "Improved Flurry") then
self.skills["Flurry"]:SetState(true, false, addedeffect:GetID());
if (self.settings["Features"].buffwarning) then
self.skills["Flurry"]:StartTimer( addedeffect:GetDuration() * .70, true );
end
-- Exchange
elseif (addedeffect:GetName() == "Exchange of Blows" or addedeffect:GetName() == "Improved Exchange of Blows") then
self.skills["ExchangeOfBlows"]:SetState(true, false, addedeffect:GetID());
if (self.settings["Features"].buffwarning) then
self.skills["ExchangeOfBlows"]:StartTimer( addedeffect:GetDuration() * .80, true );
end
-- Stunned, Dazed, Knocked Down
elseif (addedeffect:GetName() == "Stunned" or addedeffect:GetName() == "Dazed" or addedeffect:GetName() == "Knocked Down") then
self.skills["BloodRage"]:SetState(true, true, addedeffect:GetID());
-- Disarmed
elseif (addedeffect:GetName() == "Primary Weapon: Disarmed") then
self.skills["Hedge"]:SetState(true, true, addedeffect:GetID());
-- Silenced
elseif (addedeffect:GetName() == "Silenced") then
self.skills["Challenge"]:SetActive(false);
-- Controlled Burn
elseif (addedeffect:GetName() == "Controlled Burn") then
self.controlledburnflag = true;
self.skills["ArdentFlurry"]:SetActive(not self.skills["ArdentFlurry"].state);
self.skills["GloriousExchange"]:SetActive(not self.skills["GloriousExchange"].state);
self.skills["BlockingBlades"]:SetActive(not self.skills["BlockingBlades"].state);
self.skills["Flurry"]:SetActive(false);
self.skills["ExchangeOfBlows"]:SetActive(false);
self.skills["Flurry"].timer:Stop();
self.skills["ExchangeOfBlows"].timer:Stop();
self.bars["Defeat"]:SetState(self.bars["Defeat"].state, self.bars["Defeat"].state, self.bars["Defeat"].id);
self.multi["StanceSlot"]:SetActive( false );
-- Great Cleave
elseif (addedeffect:GetName() == "Great Cleave") then
self.skills["GreatCleave"]:SetState(true, true, addedeffect:GetID());
self:FervorChange(vars.classattr:GetFervor());
-- Deathstorm
elseif (addedeffect:GetName() == "Death Storm") then
self.bars["Fervor:AOE"]:SetState(true, addedeffect:GetID());
self:FervorChange(vars.classattr:GetFervor());
-- Fear
elseif (addedeffect:GetCategory() == Turbine.Gameplay.EffectCategory.Fear ) then
self.fear = self.fear + 1;
if (self.settings["Features"].fearindicator) then
self.skills["FearNothing"]:SetColor("purple");
end
end
end
function ChampionBars:RemoveEffect( effect )
if (effect:GetName() == "Enemy Defeat Response") then
self.bars["Defeat"]:SetState(false, effect:GetID());
if (not self.bars["Defeat"].state) then
self.skills["SecondWind"]:SetActive( false );
self.skills["Heroics"]:SetActive( false );
self.skills["RedHaze"]:SetActive( false );
self.skills["ArdentFlurry"]:SetActive( false );
self.skills["GloriousExchange"]:SetActive( false );
self.skills["BlockingBlades"]:SetActive( false );
end
-- Blocking Blades
elseif (effect:GetName() == "Blocking Blades") then
self.skills["BlockingBlades"]:SetState(false, self.bars["Defeat"].state, effect:GetID());
-- Ardent Flurry
elseif (effect:GetName() == "Ardent Flurry") then
self.skills["ArdentFlurry"]:SetState(false, self.bars["Defeat"].state, effect:GetID());
-- Glorious Exchange
elseif (effect:GetName() == "Glorious Exchange") then
self.skills["GloriousExchange"]:SetState(false, self.bars["Defeat"].state, effect:GetID());
-- Flurry
elseif (effect:GetName() == "Flurry" or effect:GetName() == "Improved Flurry") then
self.skills["Flurry"]:SetState(false, true, effect:GetID());
if (self.stance == 2 or self.controlledburnflag) then
self.skills["Flurry"]:SetActive( false );
end
-- Exchange
elseif (effect:GetName() == "Exchange of Blows" or effect:GetName() == "Improved Exchange of Blows") then
self.skills["ExchangeOfBlows"]:SetState(false, true, effect:GetID());
if (self.stance == 3 or self.controlledburnflag) then
self.skills["ExchangeOfBlows"]:SetActive( false );
end
-- Stunned, Dazed or Knocked Down
elseif (effect:GetName() == "Stunned" or effect:GetName() == "Dazed" or effect:GetName() == "Knocked Down") then
self.skills["BloodRage"]:SetState(false, false, effect:GetID());
-- Disarmed
elseif (effect:GetName() == "Primary Weapon: Disarmed") then
self.skills["Hedge"]:SetState(false, false, effect:GetID());
-- Silenced
elseif (effect:GetName() == "Silenced") then
self.skills["Challenge"]:SetActive(true);
-- Controlled Burn
elseif (effect:GetName() == "Controlled Burn") then
self.controlledburnflag = false;
self:StanceChange(vars.classattr:GetStance());
self.multi["StanceSlot"]:SetActive( true );
-- Great Cleave
elseif (effect:GetName() == "Great Cleave") then
self.skills["GreatCleave"]:SetState(false, true, effect:GetID());
self:FervorChange(vars.classattr:GetFervor());
-- Disarmed
elseif (effect:GetName() == "Death Storm") then
self.bars["Fervor:AOE"]:SetState(false, effect:GetID());
self:FervorChange(vars.classattr:GetFervor());
-- Fear
elseif (effect:GetCategory() == Turbine.Gameplay.EffectCategory.Fear ) then
self.fear = self.fear - 1;
if (self.fear == 0) then
self.skills["FearNothing"]:SetColor();
end
end
end
function ChampionBars:FervorChange(fervor)
if (fervor == 0) then
self.skills["SavageStrikes"]:SetActive(false);
self.skills["BrutalStrikes"]:SetActive(false);
self.skills["RelentlessStrike"]:SetActive(false);
self.skills["FerociousStrikes"]:SetActive(false);
self.skills["Cleave"]:SetActive(self.bars["Fervor:AOE"].state);
self.skills["BladeStorm"]:SetActive(self.bars["Fervor:AOE"].state);
self.skills["RagingBlades"]:SetActive(self.bars["Fervor:AOE"].state and self.settings["Features"].raging);
self.skills["SoundTheAttack"]:SetActive(self.bars["Fervor:AOE"].state);
self.skills["Clobber"]:SetActive(false);
self.skills["Hamstring"]:SetActive(false);
self.skills["BracingAttack"]:SetActive(false);
self.skills["SuddenDefence"]:SetActive(false);
self.skills["RisingIre"]:SetActive(false);
self.skills["EbbingIre"]:SetActive(false);
self.skills["GreatCleave"]:SetActive(false);
elseif (fervor == 1) then
self.skills["SavageStrikes"]:SetActive(false);
self.skills["BrutalStrikes"]:SetActive(false);
self.skills["RelentlessStrike"]:SetActive(false);
self.skills["FerociousStrikes"]:SetActive(false);
self.skills["Cleave"]:SetActive(self.bars["Fervor:AOE"].state or self.skills["GreatCleave"].state);
self.skills["BladeStorm"]:SetActive(self.bars["Fervor:AOE"].state);
self.skills["RagingBlades"]:SetActive(self.bars["Fervor:AOE"].state and self.settings["Features"].raging);
self.skills["SoundTheAttack"]:SetActive(self.bars["Fervor:AOE"].state);
self.skills["Clobber"]:SetActive(true);
self.skills["Hamstring"]:SetActive(true);
self.skills["BracingAttack"]:SetActive(false);
self.skills["SuddenDefence"]:SetActive(true);
self.skills["RisingIre"]:SetActive(false);
self.skills["EbbingIre"]:SetActive(false);
self.skills["GreatCleave"]:SetActive(false);
elseif (fervor == 2) then
self.skills["SavageStrikes"]:SetActive(true);
self.skills["BrutalStrikes"]:SetActive(false);
self.skills["RelentlessStrike"]:SetActive(false);
self.skills["FerociousStrikes"]:SetActive(false);
self.skills["Cleave"]:SetActive(true);
self.skills["BladeStorm"]:SetActive(self.bars["Fervor:AOE"].state or (self.skills["GreatCleave"].state and self.settings["Features"].eyeofthestorm));
self.skills["RagingBlades"]:SetActive(self.bars["Fervor:AOE"].state and self.settings["Features"].raging);
self.skills["SoundTheAttack"]:SetActive(self.bars["Fervor:AOE"].state);
self.skills["Clobber"]:SetActive(true);
self.skills["Hamstring"]:SetActive(true);
self.skills["BracingAttack"]:SetActive(false);
self.skills["SuddenDefence"]:SetActive(true);
self.skills["RisingIre"]:SetActive(true);
self.skills["EbbingIre"]:SetActive(false);
self.skills["GreatCleave"]:SetActive(false);
elseif (fervor == 3) then
self.skills["SavageStrikes"]:SetActive(true);
self.skills["BrutalStrikes"]:SetActive(true);
self.skills["RelentlessStrike"]:SetActive(false);
self.skills["FerociousStrikes"]:SetActive(false);
self.skills["Cleave"]:SetActive(true);
self.skills["BladeStorm"]:SetActive(self.settings["Features"].eyeofthestorm or self.bars["Fervor:AOE"].state or self.skills["GreatCleave"].state);
self.skills["RagingBlades"]:SetActive(self.bars["Fervor:AOE"].state and self.settings["Features"].raging);
self.skills["SoundTheAttack"]:SetActive(self.bars["Fervor:AOE"].state);
self.skills["Clobber"]:SetActive(true);
self.skills["Hamstring"]:SetActive(true);
self.skills["BracingAttack"]:SetActive(true);
self.skills["SuddenDefence"]:SetActive(true);
self.skills["RisingIre"]:SetActive(true);
self.skills["EbbingIre"]:SetActive(false);
self.skills["GreatCleave"]:SetActive(false);
elseif (fervor == 4) then
self.skills["SavageStrikes"]:SetActive(true);
self.skills["BrutalStrikes"]:SetActive(true);
self.skills["RelentlessStrike"]:SetActive(true);
self.skills["FerociousStrikes"]:SetActive(false);
self.skills["Cleave"]:SetActive(true);
self.skills["BladeStorm"]:SetActive(true);
self.skills["RagingBlades"]:SetActive((self.bars["Fervor:AOE"].state or self.skills["GreatCleave"].state) and self.settings["Features"].raging);
self.skills["SoundTheAttack"]:SetActive(self.bars["Fervor:AOE"].state or self.skills["GreatCleave"].state);
self.skills["Clobber"]:SetActive(true);
self.skills["Hamstring"]:SetActive(true);
self.skills["BracingAttack"]:SetActive(true);
self.skills["SuddenDefence"]:SetActive(true);
self.skills["RisingIre"]:SetActive(true);
self.skills["EbbingIre"]:SetActive(true);
self.skills["GreatCleave"]:SetActive(false);
elseif (fervor == 5) then
self.skills["SavageStrikes"]:SetActive(true);
self.skills["BrutalStrikes"]:SetActive(true);
self.skills["RelentlessStrike"]:SetActive(true);
self.skills["FerociousStrikes"]:SetActive(self.settings["Features"].ferocious);
self.skills["Cleave"]:SetActive(true);
self.skills["BladeStorm"]:SetActive(true);
self.skills["RagingBlades"]:SetActive(self.settings["Features"].raging);
self.skills["SoundTheAttack"]:SetActive(true);
self.skills["Clobber"]:SetActive(true);
self.skills["Hamstring"]:SetActive(true);
self.skills["BracingAttack"]:SetActive(true);
self.skills["SuddenDefence"]:SetActive(true);
self.skills["RisingIre"]:SetActive(true);
self.skills["EbbingIre"]:SetActive(true);
self.skills["GreatCleave"]:SetActive(true);
end
end
function ChampionBars:StanceChange(stance)
if (stance == 1) then
self.skills["Flurry"]:SetActive(not self.skills["Flurry"].state);
self.skills["ExchangeOfBlows"]:SetActive(not self.skills["ExchangeOfBlows"].state);
elseif (stance == 2) then
self.skills["ArdentFlurry"]:SetActive(not self.skills["ArdentFlurry"].state and self.bars["Defeat"].state);
self.skills["GloriousExchange"]:SetActive(false);
self.skills["BlockingBlades"]:SetActive(not self.skills["BlockingBlades"].state and self.bars["Defeat"].state);
self.skills["Flurry"]:SetActive(false);
self.skills["ExchangeOfBlows"]:SetActive(not self.skills["ExchangeOfBlows"].state);
self.skills["Flurry"].timer:Stop();
elseif (stance == 3) then
self.skills["ArdentFlurry"]:SetActive(false);
self.skills["GloriousExchange"]:SetActive(not self.skills["GloriousExchange"].state and self.bars["Defeat"].state);
self.skills["BlockingBlades"]:SetActive(not self.skills["BlockingBlades"].state and self.bars["Defeat"].state);
self.skills["Flurry"]:SetActive(not self.skills["Flurry"].state);
self.skills["ExchangeOfBlows"]:SetActive(false);
self.skills["ExchangeOfBlows"].timer:Stop();
elseif (stance == 0) then
self.skills["ArdentFlurry"]:SetActive(self.controlledburnflag and self.bars["Defeat"].state and not self.skills["ArdentFlurry"].state);
self.skills["GloriousExchange"]:SetActive(self.controlledburnflag and self.bars["Defeat"].state and not self.skills["GloriousExchange"].state);
self.skills["BlockingBlades"]:SetActive(not self.skills["BlockingBlades"].state and self.bars["Defeat"].state);
self.skills["Flurry"]:SetActive(not self.controlledburnflag and not self.skills["Flurry"].state);
self.skills["ExchangeOfBlows"]:SetActive(not self.controlledburnflag and not self.skills["ExchangeOfBlows"].state);
end
-- PRIMARY STANCE SWITCHING
if ( self.settings["Features"].stancepriority ) then
if (stance == self.settings["Features"].primarystance) then
self.multi["StanceSlot"]:SetIndex(self.settings["Features"].secondarystance);
else
self.multi["StanceSlot"]:SetIndex(self.settings["Features"].primarystance);
end
end
-- HOVER/DISAPPEAR SWITCHING
if (self.settings["Features"].stancehover or self.settings["Features"].stancedisappear ) then
if (stance == 0) then
self.multi["StanceSlot"]:SetHover( false )
if ( self.settings["Features"].stancedisappear ) then
self.multi["StanceSlot"]:SetActive( true and not self.controlledburnflag );
end
else
self.multi["StanceSlot"]:SetHover( true and not self.settings["Features"].stancedisappear );
if ( self.settings["Features"].stancedisappear ) then
self.multi["StanceSlot"]:SetActive( false );
end
end
end
self.stance = stance;
end
function ChampionBars:DefaultSettings()
self.settings = { };
self.settings["Melee"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Fervor:ST"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Fervor:AOE"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Fervor:Util"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Conditional"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Defeat"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Buffs"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["SelfBuffs"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Threat"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Stances"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Stunned"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Utility"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Ranged"] = {["active"] = true, ["x"] = 0, ["y"] = 0, ["rotate"] = 0 };
self.settings["Features"] = { };
self.settings["Features"].controlledburn = false;
self.settings["Features"].ferocious = false;
self.settings["Features"].raging = false;
self.settings["Features"].fighton = false;
self.settings["Features"].cbr = false;
self.settings["Features"].eyeofthestorm = false;
self.settings["Features"].buffwarning = true;
self.settings["Features"].stancehover = true;
self.settings["Features"].stancedisappear = false;
self.settings["Features"].stancepriority = true;
self.settings["Features"].fearindicator = true;
self.settings["Features"].primarystance = 1;
self.settings["Features"].secondarystance = 3;
end
function ChampionBars:UpdateSettings()
settings.vers = vars.vers;
end
function ChampionBars: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("Melee Skills");
self.setupbb.checkboxbb1:SetChecked (self.settings["Melee"].active);
self.setupbb.checkboxbb1:SetVisible(true);
self.setupbb.checkboxbb2:SetText("Fervor: Single Target");
self.setupbb.checkboxbb2:SetChecked (self.settings["Fervor:ST"].active);
self.setupbb.checkboxbb2:SetVisible(true);
self.setupbb.checkboxbb3:SetText("Fervor: AOE");
self.setupbb.checkboxbb3:SetChecked (self.settings["Fervor:AOE"].active);
self.setupbb.checkboxbb3:SetVisible(true);
self.setupbb.checkboxbb4:SetText("Fervor: Utility");
self.setupbb.checkboxbb4:SetChecked (self.settings["Fervor:Util"].active);
self.setupbb.checkboxbb4:SetVisible(true);
self.setupbb.checkboxbb5:SetText("Conditional");
self.setupbb.checkboxbb5:SetChecked (self.settings["Conditional"].active);
self.setupbb.checkboxbb5:SetVisible(true);
self.setupbb.checkboxbb6:SetText("Defeat Response");
self.setupbb.checkboxbb6:SetChecked (self.settings["Defeat"].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("Self Buffs");
self.setupbb.checkboxbb8:SetChecked (self.settings["SelfBuffs"].active);
self.setupbb.checkboxbb8:SetVisible(true);
self.setupbb.checkboxbb9:SetText("Threat");
self.setupbb.checkboxbb9:SetChecked (self.settings["Threat"].active);
self.setupbb.checkboxbb9:SetVisible(true);
self.setupbb.checkboxbb10:SetText("Stances");
self.setupbb.checkboxbb10:SetChecked (self.settings["Stances"].active);
self.setupbb.checkboxbb10:SetVisible(true);
self.setupbb.checkboxbb11:SetText("Stunned/Disarmed");
self.setupbb.checkboxbb11:SetChecked (self.settings["Stunned"].active);
self.setupbb.checkboxbb11:SetVisible(true);
self.setupbb.checkboxbb12:SetText("Ranged");
self.setupbb.checkboxbb12:SetChecked (self.settings["Ranged"].active);
self.setupbb.checkboxbb12:SetVisible(true);
self.setupf.checkboxf1:SetText("Controlled Burn");
self.setupf.checkboxf1:SetChecked (self.settings["Features"].controlled);
self.setupf.checkboxf1:SetVisible(true);
self.setupf.checkboxf2:SetText("Ferocious Strikes");
self.setupf.checkboxf2:SetChecked (self.settings["Features"].ferocious);
self.setupf.checkboxf2:SetVisible(true);
self.setupf.checkboxf3:SetText("Raging Blades");
self.setupf.checkboxf3:SetChecked (self.settings["Features"].raging);
self.setupf.checkboxf3:SetVisible(true);
self.setupf.checkboxf4:SetText("Fight On");
self.setupf.checkboxf4:SetChecked (self.settings["Features"].fighton);
self.setupf.checkboxf4:SetVisible(true);
self.setupf.checkboxf5:SetText("CBR");
self.setupf.checkboxf5:SetChecked (self.settings["Features"].cbr);
self.setupf.checkboxf5:SetVisible(true);
self.setupf.checkboxf6:SetText("Eye of the Storm");
self.setupf.checkboxf6:SetChecked (self.settings["Features"].eyeofthestorm);
self.setupf.checkboxf6:SetVisible(true);
self.setupf.checkboxf10:SetText("Buff Early Warning");
self.setupf.checkboxf10:SetChecked (self.settings["Features"].buffwarning);
self.setupf.checkboxf10:SetVisible(true);
self.setupf.checkboxf11:SetText("Stance Priority");
self.setupf.checkboxf11:SetChecked (self.settings["Features"].stancepriority);
self.setupf.checkboxf11:SetVisible(true);
self.setupf.checkboxf12:SetText("Stance Hover");
self.setupf.checkboxf12:SetChecked (self.settings["Features"].stancehover);
self.setupf.checkboxf12:SetVisible(true);
self.setupf.checkboxf13:SetText("Stance Disappear");
self.setupf.checkboxf13:SetChecked (self.settings["Features"].stancedisappear);
self.setupf.checkboxf13:SetVisible(true);
self.setupf.checkboxf14:SetText("Fear Indicator");
self.setupf.checkboxf14:SetChecked (self.settings["Features"].fearindicator);
self.setupf.checkboxf14:SetVisible(true);
if (not self.setupf.combo1box:IsVisible()) then
local combolist = {"Fervour", "Ardour", "Glory", "Controlled Burn"}
self.setupf.combo1Label:SetText("Primary Stance");
self.setupf.combo1Label:SetVisible(true);
for k,v in pairs(combolist) do
self.setupf.combo1box:AddItem(v, k);
end
self.setupf.combo1box:SetVisible(true);
self.setupf.combo2Label:SetText("Secondary Stance");
self.setupf.combo2Label:SetVisible(true);
for k,v in pairs(combolist) do
self.setupf.combo2box:AddItem(v, k);
end
self.setupf.combo2box:SetVisible(true);
end
self.setupf.combo1box:SetSelection(self.settings["Features"].primarystance);
self.setupf.combo2box:SetSelection(self.settings["Features"].secondarystance);
end
function ChampionBars:SetupClosing()
settings.opacity = self.setupbb.opacityslider:GetValue() / 100;
settings.lockslots = self.setupbb.checkboxlock:IsChecked();
settings.snaptogrid = self.setupbb.checkboxgrid:IsChecked();
self.settings["Melee"].active = self.setupbb.checkboxbb1:IsChecked();
self.settings["Fervor:ST"].active = self.setupbb.checkboxbb2:IsChecked();
self.settings["Fervor:AOE"].active = self.setupbb.checkboxbb3:IsChecked();
self.settings["Fervor:Util"].active = self.setupbb.checkboxbb4:IsChecked();
self.settings["Conditional"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["Defeat"].active = self.setupbb.checkboxbb6:IsChecked();
self.settings["Buffs"].active = self.setupbb.checkboxbb7:IsChecked();
self.settings["SelfBuffs"].active = self.setupbb.checkboxbb8:IsChecked();
self.settings["Threat"].active = self.setupbb.checkboxbb9:IsChecked();
self.settings["Stances"].active = self.setupbb.checkboxbb10:IsChecked();
self.settings["Stunned"].active = self.setupbb.checkboxbb11:IsChecked();
self.settings["Ranged"].active = self.setupbb.checkboxbb12:IsChecked();
self.settings["Features"].controlled = self.setupf.checkboxf1:IsChecked();
self.settings["Features"].ferocious = self.setupf.checkboxf2:IsChecked();
self.settings["Features"].raging = self.setupf.checkboxf3:IsChecked();
self.settings["Features"].fighton = self.setupf.checkboxf4:IsChecked();
self.settings["Features"].cbr = self.setupf.checkboxf5:IsChecked();
self.settings["Features"].eyeofthestorm = self.setupf.checkboxf6:IsChecked();
self.settings["Features"].buffwarning = self.setupf.checkboxf10:IsChecked();
self.settings["Features"].stancepriority = self.setupf.checkboxf11:IsChecked();
self.settings["Features"].stancehover = self.setupf.checkboxf12:IsChecked();
self.settings["Features"].stancedisappear = self.setupf.checkboxf13:IsChecked();
self.settings["Features"].fearindicator = self.setupf.checkboxf14:IsChecked();
self.settings["Features"].primarystance = self.setupf.combo1box:GetSelection();
self.settings["Features"].secondarystance = self.setupf.combo2box:GetSelection();
self:SaveSettings();
self:Refresh();
end
function ChampionBars:Refresh()
self:RefreshBars();
self.skills["FerociousStrikes"]:SetActive(self.settings["Features"].ferocious);
self.skills["RagingBlades"]:SetActive(self.settings["Features"].raging);
self.skills["FightOn"]:SetActive(self.settings["Features"].fighton);
self.skills["CBR"]:SetActive(self.settings["Features"].cbr);
-- Build Stance Slot (Multi)
self.multi["StanceSlot"]:Clear();
self.multi["StanceSlot"]:AddShortCut("Fervour", 4, "0x70003DFF");
self.multi["StanceSlot"]:AddShortCut("Ardour", 10, "0x7000D46C");
self.multi["StanceSlot"]:AddShortCut("Glory", 30, "0x7000967C");
if (self.settings["Features"].controlled) then self.multi["StanceSlot"]:AddShortCut("ControlledBurn", 45, "0x70002DB5"); end
self.multi["StanceSlot"]:LevelCheck();
if (self.settings["Features"].fearindicator and self.fear > 0) then
self.skills["FearNothing"]:SetColor("purple");
else
self.skills["FearNothing"]:SetColor();
end
self:StanceChange(self.stance);
self:CombatChange(vars.player:IsInCombat());
self:FervorChange(vars.classattr:GetFervor());
Turbine.Shell.WriteLine("KragenBars: Champion Bars refresh completed successfully.");
end