import "Turbine.UI";
import "Turbine.UI.Lotro";
import "Turbine.Gameplay";
import "KragenPlugs.Utils";
import "KragenPlugs.KragenBars";
HunterBars = class( KragenPlugs.KragenBars.ClassBar );
function HunterBars: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
-- 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["Parry"] = SkillWindow("Parry", 1, 1, 1, 1, self.settings["Parry"] );
self.windows["Melee"] = SkillWindow("Melee", 2, 1, 5, 1, self.settings["Melee"] );
self.windows["BowInduct"] = SkillWindow("BowInduct", 1, 2, 5, 1, self.settings["BowInduct"] );
self.windows["BowFocus"] = SkillWindow("BowFocus", 1, 3, 5, 1, self.settings["BowFocus"] );
self.windows["Dethreat"] = SkillWindow("Dethreat", 7, 2, 1, 1, self.settings["Dethreat"] );
self.windows["Utility"] = SkillWindow("Utility", 1, 4, 3, 1, self.settings["Utility"] );
self.windows["Tracking"] = SkillWindow("Tracking", 4, 4, 1, 1, self.settings["Tracking"] );
self.windows["Fear"] = SkillWindow("Fear", 5, 2, 2, 1, self.settings["Fear"] );
self.windows["Stance"] = SkillWindow("Stance", 6, 4, 2, 1, self.settings["Stance"] );
self.windows["Focus"] = SkillWindow("Focus", 1, 5, 4, 1, self.settings["Focus"] );
self.windows["Restoration"] = SkillWindow("Restoration",5, 5, 3, 1, self.settings["Restoration"]);
self.windows["Trapping"] = SkillWindow("Trapping", 5, 4, 1, 1, self.settings["Trapping"] );
self.windows["Oils"] = SkillWindow("Oils", 8, 4, 2, 1, self.settings["Oils"] );
-- Build Bars SkillBar( parent:SkillWindow, x:int, y:int, width:int, height:int, active:Boolean, exclusive:boolean);
self.bars["Parry"] = SkillBar(self.windows["Parry"], 1, 1, 1, 1, true, false);
self.bars["Melee"] = SkillBar(self.windows["Melee"], 1, 1, 5, 1, true, false);
self.bars["BowInduct"] = SkillBar(self.windows["BowInduct"], 1, 1, 5, 1, true, false);
self.bars["BowFocus"] = SkillBar(self.windows["BowFocus"], 1, 1, 5, 1, true, false);
self.bars["Dethreat"] = SkillBar(self.windows["Dethreat"], 1, 1, 1, 1, true, false);
self.bars["Utility"] = SkillBar(self.windows["Utility"], 1, 1, 3, 1, true, false);
self.bars["Tracking"] = SkillBar(self.windows["Tracking"], 1, 1, 1, 1, true, false);
self.bars["Fear"] = SkillBar(self.windows["Fear"], 1, 1, 2, 1, true, false);
self.bars["Stance"] = SkillBar(self.windows["Stance"], 1, 1, 2, 1, true, false);
self.bars["Focus"] = SkillBar(self.windows["Focus"], 1, 1, 4, 1, true, false);
self.bars["Restoration"] = SkillBar(self.windows["Restoration"], 1, 1, 3, 1, true, false);
self.bars["Trapping"] = SkillBar(self.windows["Trapping"], 1, 1, 1, 1, true, false);
self.bars["Oils"] = SkillBar(self.windows["Oils"], 1, 1, 2, 1, true, false);
-- Build Skills SkillSlot( parent:SkillBar, x:int, y:int, active:Boolean, level:int, hexcode:String );
self.skills["AgileRejoinder"] = SkillSlot(self.bars["Parry"], 1, 1, false, 24, "0x70003F3C");
self.skills["SwiftStroke"] = SkillSlot(self.bars["Melee"], 1, 1, true, 1, "0x70003F38");
self.skills["Blindside"] = SkillSlot(self.bars["Melee"], 4, 1, true, 1, "0x70003F3B");
self.skills["ScourgingBlow"] = SkillSlot(self.bars["Melee"], 2, 1, true, 4, "0x70003F3A");
self.skills["LowCut"] = SkillSlot(self.bars["Melee"], 3, 1, true, 16, "0x70003F39");
self.skills["DazingBlow"] = SkillSlot(self.bars["Melee"], 5, 1, true, { 48, 52 }, { "0x70021D0E", "0x70021D18" });
self.skills["QuickShot"] = SkillSlot(self.bars["BowInduct"], 1, 1, true, 1, "0x70003F32");
self.skills["BarbedArrow"] = SkillSlot(self.bars["BowInduct"], 2, 1, true, 4, "0x70003F33");
self.skills["SwiftBow"] = SkillSlot(self.bars["BowInduct"], 3, 1, true, { 10, 54 }, { "0x70003F34", "0x700153E2" });
self.skills["HeartSeeker"] = SkillSlot(self.bars["BowInduct"], 4, 1, true, 50, "0x7000A2D3");
self.skills["DistractingShot"] = SkillSlot(self.bars["BowFocus"], 5, 1, true, 58, "0x7000F9AB");
self.skills["PenetratingShot"] = SkillSlot(self.bars["BowFocus"], 1, 1, true, 2, "0x70003F35");
self.skills["RainofArrows"] = SkillSlot(self.bars["BowFocus"], 2, 1, true, 20, "0x70003F36");
self.skills["MercifulShot"] = SkillSlot(self.bars["BowFocus"], 3, 1, true, { 30, 52 }, { "0x70003F37", "0x700153E5" });
self.skills["BloodArrow"] = SkillSlot(self.bars["BowFocus"], 4, 1, true, 44, "0x70021D0D");
self.skills["RainofThorns"] = SkillSlot(self.bars["BowFocus"], 5, 1, self.settings["Features"].thorns, 41, "0x700010F4");
self.skills["BeneathNotice"] = SkillSlot(self.bars["Dethreat"], 1, 1, true, { 38, 64 }, { "0x700030EC", "0x70020DF8" });
self.skills["DesperateFlight"] = SkillSlot(self.bars["Utility"], 1, 1, true, 20, "0x70003F40");
self.skills["BrightCampfire"] = SkillSlot(self.bars["Utility"], 2, 1, true, 22, "0x70003F3F");
self.skills["Camouflage"] = SkillSlot(self.bars["Utility"], 3, 1, true, 40, "0x70003F48");
self.skills["CryofthePredator"] = SkillSlot(self.bars["Fear"], 1, 1, true, 12, "0x70003F49");
self.skills["BardsArrow"] = SkillSlot(self.bars["Fear"], 2, 1, self.settings["Features"].bardsarrow, 41, "0x700010D3");
self.skills["FindthePath"] = SkillSlot(self.bars["Stance"], 2, 1, true, 14, "0x70003F3D");
self.skills["Focus"] = SkillSlot(self.bars["Focus"], 1, 1, true, 8, "0x70003F4C");
self.skills["IntentConcentration"] = SkillSlot(self.bars["Focus"], 2, 1, true, 20, "0x700030DE");
self.skills["NeedfulHaste"] = SkillSlot(self.bars["Focus"], 3, 1, true, 34, "0x700030F3");
self.skills["BurnHot"] = SkillSlot(self.bars["Focus"], 4, 1, true, 60, "0x7000F835");
self.skills["PurgePoison"] = SkillSlot(self.bars["Restoration"],1, 1, true, 16, "0x70003F3E");
self.skills["StrengthoftheEarth"] = SkillSlot(self.bars["Restoration"],2, 1, true, 42, "0x7000A2D4");
self.skills["PressOnward"] = SkillSlot(self.bars["Restoration"],3, 1, self.settings["Features"].pressonward, 41, "0x700010E5");
-- Build Quickslots ItemSlot( parent:SkillBar, x:int, y:int, active:Boolean, type:int, data:String );
self.skills["FireOil"] = ItemSlot(self.bars["Oils"], 1, 1, self.settings["Quickslots"].fireoil["active"], self.settings["Quickslots"].fireoil["type"], self.settings["Quickslots"].fireoil["data"]);
self.skills["LightOil"] = ItemSlot(self.bars["Oils"], 2, 1, self.settings["Quickslots"].lightoil["active"], self.settings["Quickslots"].lightoil["type"], self.settings["Quickslots"].lightoil["data"]);
-- Build MultiSlots SkillMultiSlot( parent:SkillBar, x:int, y:int, active:Boolean );
-- multi:AddShortCut(name:String, level:int, hex:String);
self.multi["TrackingSlot"] = SkillMultiSlot(self.bars["Tracking"], 1, 1, true);
self.multi["TrackingSlot"]:AddShortCut("PassageofNature", 12, "0x70003F45");
self.multi["TrackingSlot"]:AddShortCut("PassageofFoes", 22, "0x70003F46");
self.multi["TrackingSlot"]:AddShortCut("PassageofShadow", 32, "0x70003F47");
self.multi["TrackingSlot"]:LevelCheck();
self.multi["StanceSlot"] = SkillMultiSlot(self.bars["Stance"], 1, 1, true);
self.multi["StanceSlot"]:AddShortCut("StrengthStance", 6, "0x70003F4E");
self.multi["StanceSlot"]:AddShortCut("PrecisionStance", 18, "0x70003F4D");
self.multi["StanceSlot"]:AddShortCut("EnduranceStance", 28, "0x70003F4F");
self.multi["StanceSlot"]:AddShortCut("FleetStance", 56, "0x70010065");
self.multi["StanceSlot"]:LevelCheck();
self.multi["StanceSlot"]:SetIndex(self.settings["Features"].primarystance);
self.multi["TrappingSlot"] = SkillMultiSlot(self.bars["Trapping"], 1, 1, true);
self.multi["TrappingSlot"]:AddShortCut("SetTrap", 6, "0x700030BB");
self.multi["TrappingSlot"]:AddShortCut("SetSnare", 36, "0x7000A6B1");
self.multi["TrappingSlot"]:LevelCheck();
-- Set Combat States
self.skills["StrengthoftheEarth"]:SetCombat(true, false);
self.skills["PressOnward"]:SetCombat(self.settings["Features"].combatpressonward, self.settings["Features"].pressonward);
self.skills["Focus"]:SetCombat(false, true);
self.skills["Camouflage"]:SetCombat(false, true);
self.skills["BrightCampfire"]:SetCombat(false, true);
self.multi["TrackingSlot"]:SetCombat(false, true);
self.multi["TrappingSlot"]:SetCombat(self.settings["Features"].combattraps, true);
-- EVENTS
-- Stance Change Event
AddCallback(vars.classattr, "StanceChanged", function(sender, args)
KragenBars:StanceChange(vars.classattr:GetStance());
end);
-- Focus Change Event
AddCallback(vars.classattr, "FocusChanged", function(sender, args)
KragenBars:FocusChange(vars.classattr:GetFocus());
end);
-- INITIALIZE BARS
self:InitBars();
self:CombatChange(vars.player:IsInCombat());
self:StanceChange(vars.classattr:GetStance());
self:FocusChange(vars.classattr:GetFocus());
end
-- ADD EFFECT EVENT
function HunterBars:AddEffect( effectIndex )
local addedeffect = vars.player:GetEffects():Get( effectIndex );
if (addedeffect:GetName() == "Parry Response") then
self.skills["AgileRejoinder"]:SetState( true , true, addedeffect:GetID());
elseif (addedeffect:GetName() == "Find the Path") then
if (self.settings["Features"].findpathactive == 1) then
self.skills["FindthePath"]:SetState(true, true, addedeffect:GetID());
elseif (self.settings["Features"].findpathactive == 2) then
self.skills["FindthePath"]:SetState(true, true, addedeffect:GetID());
self.skills["FindthePath"]:SetHover(true);
else
self.skills["FindthePath"]:SetState(true, false, addedeffect:GetID());
end
elseif (addedeffect:GetName() == "Swift Stroke" and self.settings["Features"].dimswiftstroke) then
self.skills["SwiftStroke"]:SetState(true, true, addedeffect:GetID());
self.skills["SwiftStroke"]:SetHover(true);
elseif (addedeffect:GetName() == "Simple Fire-oil" or addedeffect:GetName() == "Fire-oil" or addedeffect:GetName() == "Refined Fire-oil" or addedeffect:GetName() == "Pure Fire-oil") then
self.skills["FireOil"]:SetState(true, false, addedeffect:GetID());
self.skills["FireOil"]:SetHover(true);
self.skills["FireOil"]:StartTimer(addedeffect:GetDuration() * .85, true);
self.skills["LightOil"]:SetHover(true);
elseif (addedeffect:GetName() == "Simple Light-oil" or addedeffect:GetName() == "Light-oil" or addedeffect:GetName() == "Refined Light-oil" or addedeffect:GetName() == "Pure Light-oil") then
self.skills["LightOil"]:SetState(true, false, addedeffect:GetID());
self.skills["LightOil"]:SetHover(true);
self.skills["LightOil"]:StartTimer(addedeffect:GetDuration() * .85, true);
self.skills["FireOil"]:SetHover(true);
end
end
-- REMOVE EFFECT EVENT
function HunterBars: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() == "Parry Response") then
self.skills["AgileRejoinder"]:SetState( false , false, effect:GetID());
elseif (effect:GetName() == "Find the Path") then
self.skills["FindthePath"]:SetState (false, true, effect:GetID());
self.skills["FindthePath"]:SetHover(self.skills["FindthePath"].state);
elseif (effect:GetName() == "Swift Stroke") then
self.skills["SwiftStroke"]:SetState(false, true, effect:GetID());
self.skills["SwiftStroke"]:SetHover(false);
elseif (effect:GetName() == "Simple Fire-oil" or effect:GetName() == "Fire-oil" or effect:GetName() == "Refined Fire-oil" or effect:GetName() == "Pure Fire-oil") then
self.skills["FireOil"]:SetState(false, true, effect:GetID());
self.skills["LightOil"]:SetHover(false);
self.skills["FireOil"]:SetHover(false);
elseif (effect:GetName() == "Simple Light-oil" or effect:GetName() == "Light-oil" or effect:GetName() == "Refined Light-oil" or effect:GetName() == "Pure Light-oil") then
self.skills["LightOil"]:SetState(false, true, effect:GetID());
self.skills["FireOil"]:SetHover(false);
self.skills["LightOil"]:SetHover(false);
end
end
function HunterBars:FocusChange(focus)
if (focus == 0) then
self.skills["PenetratingShot"]:SetActive(false);
self.skills["BloodArrow"]:SetActive(false);
self.skills["RainofArrows"]:SetActive(false);
self.skills["NeedfulHaste"]:SetActive(false);
self.skills["MercifulShot"]:SetActive(false);
self.skills["RainofThorns"]:SetActive(false);
elseif (focus > 0 and focus < 2) then
self.skills["PenetratingShot"]:SetActive(false);
self.skills["BloodArrow"]:SetActive(false);
self.skills["RainofArrows"]:SetActive(false);
self.skills["NeedfulHaste"]:SetActive(false);
self.skills["MercifulShot"]:SetActive(false);
self.skills["RainofThorns"]:SetActive(false);
elseif (focus >= 2 and focus < 3) then
self.skills["PenetratingShot"]:SetActive(self.settings["Features"].strongdraw);
self.skills["BloodArrow"]:SetActive(self.settings["Features"].strongdraw);
self.skills["RainofArrows"]:SetActive(self.settings["Features"].arrowstorm);
self.skills["NeedfulHaste"]:SetActive(false);
self.skills["MercifulShot"]:SetActive(false);
self.skills["RainofThorns"]:SetActive(false);
elseif (focus >= 3 and focus < 6) then
self.skills["PenetratingShot"]:SetActive(true);
self.skills["BloodArrow"]:SetActive(true);
self.skills["RainofArrows"]:SetActive(true);
self.skills["NeedfulHaste"]:SetActive(true);
self.skills["MercifulShot"]:SetActive(false);
self.skills["RainofThorns"]:SetActive(false);
elseif (focus >= 6) then
self.skills["PenetratingShot"]:SetActive(true);
self.skills["BloodArrow"]:SetActive(true);
self.skills["RainofArrows"]:SetActive(true);
self.skills["NeedfulHaste"]:SetActive(true);
self.skills["MercifulShot"]:SetActive(true);
self.skills["RainofThorns"]:SetActive(self.settings["Features"].thorns);
end
end
function HunterBars:StanceChange(stance)
local stancenew = 0;
-- Hack because Turbine put the stances in the wrong order
if (stance == 1) then
stancenew = 2;
elseif (stance == 2) then
stancenew = 1;
else
stancenew = stance;
end
if (stancenew ~= 0) then
if (stancenew ~= self.settings["Features"].primarystance) then
self.multi["StanceSlot"]:SetIndex(self.settings["Features"].primarystance);
self.multi["StanceSlot"]:SetHover(false);
else
self.multi["StanceSlot"]:SetIndex(self.settings["Features"].secondarystance);
self.multi["StanceSlot"]:SetHover(true);
end
else
self.multi["StanceSlot"]:SetIndex(self.settings["Features"].primarystance);
self.multi["StanceSlot"]:SetHover(false);
end
end
-- DEFAULT SETTINGS
function HunterBars:DefaultSettings()
self.settings = { };
local windowlist = {"Parry", "Melee", "BowInduct", "BowFocus", "Dethreat", "Utility", "Tracking", "Fear", "Stance", "Focus", "Restoration", "Trapping", "Oils"};
for k,v in pairs(windowlist) do
self.settings[v] = { active = true, x = 0, y = 0, rotate = 0 };
end
self.settings["Features"] = { };
self.settings["Features"].dimswiftstroke = true;
self.settings["Features"].thorns = false;
self.settings["Features"].bards = false;
self.settings["Features"].pressonward = false;
self.settings["Features"].combattraps = false;
self.settings["Features"].strongdraw = false;
self.settings["Features"].arrowstorm = false;
self.settings["Features"].combatpressonward = false;
self.settings["Features"].primarystance = 1;
self.settings["Features"].secondarystance = 2;
self.settings["Features"].findpathactive = 2;
self.settings["Quickslots"] = { };
self.settings["Quickslots"].fireoil = { active = false, type = Turbine.UI.Lotro.ShortcutType.Undefined, data = "" };
self.settings["Quickslots"].lightoil = { active = false, type = Turbine.UI.Lotro.ShortcutType.Undefined, data = "" };
end
-- UPDATE SETTINGS
function HunterBars:UpdateSettings()
settings.vers = vars.vers;
end
-- DISPLAY SETUP WINDOW AND SET ALL CHECKBOXES COMBOBOXES SLIDERS AND QUICKSLOTS
function HunterBars: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("Parry Response");
self.setupbb.checkboxbb1:SetChecked (self.settings["Parry"].active);
self.setupbb.checkboxbb1:SetVisible(true);
self.setupbb.checkboxbb2:SetText("Melee");
self.setupbb.checkboxbb2:SetChecked (self.settings["Melee"].active);
self.setupbb.checkboxbb2:SetVisible(true);
self.setupbb.checkboxbb3:SetText("Bow: Induction");
self.setupbb.checkboxbb3:SetChecked (self.settings["BowInduct"].active);
self.setupbb.checkboxbb3:SetVisible(true);
self.setupbb.checkboxbb4:SetText("Bow: Focus");
self.setupbb.checkboxbb4:SetChecked (self.settings["BowFocus"].active);
self.setupbb.checkboxbb4:SetVisible(true);
self.setupbb.checkboxbb5:SetText("Dethreat");
self.setupbb.checkboxbb5:SetChecked (self.settings["Dethreat"].active);
self.setupbb.checkboxbb5:SetVisible(true);
self.setupbb.checkboxbb6:SetText("Utility");
self.setupbb.checkboxbb6:SetChecked (self.settings["Utility"].active);
self.setupbb.checkboxbb6:SetVisible(true);
self.setupbb.checkboxbb7:SetText("Tracking");
self.setupbb.checkboxbb7:SetChecked (self.settings["Tracking"].active);
self.setupbb.checkboxbb7:SetVisible(true);
self.setupbb.checkboxbb8:SetText("Fear");
self.setupbb.checkboxbb8:SetChecked (self.settings["Fear"].active);
self.setupbb.checkboxbb8:SetVisible(true);
self.setupbb.checkboxbb9:SetText("Stance");
self.setupbb.checkboxbb9:SetChecked (self.settings["Stance"].active);
self.setupbb.checkboxbb9:SetVisible(true);
self.setupbb.checkboxbb10:SetText("Focus");
self.setupbb.checkboxbb10:SetChecked (self.settings["Focus"].active);
self.setupbb.checkboxbb10:SetVisible(true);
self.setupbb.checkboxbb11:SetText("Restoration");
self.setupbb.checkboxbb11:SetChecked (self.settings["Restoration"].active);
self.setupbb.checkboxbb11:SetVisible(true);
self.setupbb.checkboxbb12:SetText("Trapping");
self.setupbb.checkboxbb12:SetChecked (self.settings["Trapping"].active);
self.setupbb.checkboxbb12:SetVisible(true);
self.setupf.checkboxf1:SetText("Rain of Thorns");
self.setupf.checkboxf1:SetChecked (self.settings["Features"].thorns);
self.setupf.checkboxf1:SetVisible(true);
self.setupf.checkboxf2:SetText("Bard's Arrow");
self.setupf.checkboxf2:SetChecked (self.settings["Features"].bards);
self.setupf.checkboxf2:SetVisible(true);
self.setupf.checkboxf3:SetText("Press Onward");
self.setupf.checkboxf3:SetChecked (self.settings["Features"].pressonward);
self.setupf.checkboxf3:SetVisible(true);
self.setupf.checkboxf4:SetText("Combat Traps");
self.setupf.checkboxf4:SetChecked (self.settings["Features"].combattraps);
self.setupf.checkboxf4:SetVisible(true);
self.setupf.checkboxf5:SetText("Strong Draw");
self.setupf.checkboxf5:SetChecked (self.settings["Features"].strongdraw);
self.setupf.checkboxf5:SetVisible(true);
self.setupf.checkboxf6:SetText("arrowstorm");
self.setupf.checkboxf6:SetChecked (self.settings["Features"].arrowstorm);
self.setupf.checkboxf6:SetVisible(true);
self.setupf.checkboxf7:SetText("Combat Press Onward");
self.setupf.checkboxf7:SetChecked (self.settings["Features"].combatpressonward);
self.setupf.checkboxf7:SetVisible(true);
self.setupf.checkboxf10:SetText("Dim Swift Stroke");
self.setupf.checkboxf10:SetChecked (self.settings["Features"].dimswiftstroke);
self.setupf.checkboxf10:SetVisible(true);
if (not self.setupf.combo1box:IsVisible()) then
self.setupf.combo1Label:SetText("Primary Stance");
self.setupf.combo1Label:SetVisible(true);
local combolist = {"Strength", "Precision", "Endurance", "Fleet"}
for k,v in pairs(combolist) do
self.setupf.combo1box:AddItem(v, k);
end
self.setupf.combo1box:SetVisible(true);
end
self.setupf.combo1box:SetSelection(self.settings["Features"].primarystance);
if (not self.setupf.combo2box:IsVisible()) then
self.setupf.combo2Label:SetText("Secondary Stance");
self.setupf.combo2Label:SetVisible(true);
combolist = {"Strength", "Precision", "Endurance", "Fleet"}
for k,v in pairs(combolist) do
self.setupf.combo2box:AddItem(v, k);
end
self.setupf.combo2box:SetVisible(true);
end
self.setupf.combo2box:SetSelection(self.settings["Features"].secondarystance);
if (not self.setupf.combo3box:IsVisible()) then
self.setupf.combo3Label:SetText("Find Path Active");
self.setupf.combo3Label:SetVisible(true);
combolist = {"None", "Dim", "Hide"}
for k,v in pairs(combolist) do
self.setupf.combo3box:AddItem(v, k);
end
self.setupf.combo3box:SetVisible(true);
end
self.setupf.combo3box:SetSelection(self.settings["Features"].findpathactive);
self.setupqs.quickslot1:SetVisible(true);
pcall(function() self.setupqs.quickslot1:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].fireoil["type"], self.settings["Quickslots"].fireoil["data"] ) ); end);
self.setupqs.quickslot1cb:SetText("Fire Oil");
self.setupqs.quickslot1cb:SetChecked(self.settings["Quickslots"].fireoil["active"]);
self.setupqs.quickslot1cb:SetVisible(true);
self.setupqs.quickslot2:SetVisible(true);
pcall(function() self.setupqs.quickslot2:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].lightoil["type"], self.settings["Quickslots"].lightoil["data"] ) ); end);
self.setupqs.quickslot2cb:SetText("Light Oil");
self.setupqs.quickslot2cb:SetChecked(self.settings["Quickslots"].lightoil["active"]);
self.setupqs.quickslot2cb:SetVisible(true);
end
-- SET ALL VARIABLES OFF OF SETUP WINDOW
function HunterBars:SetupClosing()
self.settings["Parry"].active = self.setupbb.checkboxbb1:IsChecked();
self.settings["Melee"].active = self.setupbb.checkboxbb2:IsChecked();
self.settings["BowInduct"].active = self.setupbb.checkboxbb3:IsChecked();
self.settings["BowFocus"].active = self.setupbb.checkboxbb4:IsChecked();
self.settings["Dethreat"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["Utility"].active = self.setupbb.checkboxbb6:IsChecked();
self.settings["Tracking"].active = self.setupbb.checkboxbb7:IsChecked();
self.settings["Fear"].active = self.setupbb.checkboxbb8:IsChecked();
self.settings["Stance"].active = self.setupbb.checkboxbb9:IsChecked();
self.settings["Focus"].active = self.setupbb.checkboxbb10:IsChecked();
self.settings["Restoration"].active = self.setupbb.checkboxbb11:IsChecked();
self.settings["Trapping"].active = self.setupbb.checkboxbb12:IsChecked();
self.settings["Features"].thorns = self.setupf.checkboxf1:IsChecked();
self.settings["Features"].bards = self.setupf.checkboxf2:IsChecked();
self.settings["Features"].pressonward = self.setupf.checkboxf3:IsChecked();
self.settings["Features"].combattraps = self.setupf.checkboxf4:IsChecked();
self.settings["Features"].strongdraw = self.setupf.checkboxf5:IsChecked();
self.settings["Features"].arrowstorm = self.setupf.checkboxf6:IsChecked();
self.settings["Features"].combatpressonward = self.setupf.checkboxf7:IsChecked();
self.settings["Features"].dimswiftstroke = self.setupf.checkboxf10:IsChecked();
self.settings["Features"].primarystance = self.setupf.combo1box:GetSelection();
self.settings["Features"].secondarystance = self.setupf.combo2box:GetSelection();
self.settings["Features"].findpathactive = self.setupf.combo3box:GetSelection();
if (self.setupqs.quickslot1:GetShortcut():GetData() ~= "" ) then
self.settings["Quickslots"].fireoil = { active = self.setupqs.quickslot1cb:IsChecked(), type = self.setupqs.quickslot1:GetShortcut():GetType(), data = self.setupqs.quickslot1:GetShortcut():GetData() };
else
self.settings["Quickslots"].fireoil = { active = false, type = Turbine.UI.Lotro.ShortcutType.Undefined, data = "" };
end
if (self.setupqs.quickslot2:GetShortcut():GetData() ~= "" ) then
self.settings["Quickslots"].lightoil = { active = self.setupqs.quickslot2cb:IsChecked(), type = self.setupqs.quickslot2:GetShortcut():GetType(), data = self.setupqs.quickslot2:GetShortcut():GetData() };
else
self.settings["Quickslots"].lightoil = { active = false, type = Turbine.UI.Lotro.ShortcutType.Undefined, data = "" };
end
settings.opacity = (self.setupbb.opacityslider:GetValue() / 100);
settings.lockslots = self.setupbb.checkboxlock:IsChecked();
settings.snaptogrid = self.setupbb.checkboxgrid:IsChecked();
self:SaveSettings();
self:Refresh();
end
-- REFRESH SKILLS AND BARS
function HunterBars:Refresh()
-- Refresh Player Level
vars.playerlevel = vars.player:GetLevel();
-- GENERIC REFRESH (Required for all classes)
self:RefreshBars();
-- CLASS SPECIFIC REFRESH
-- Setup Features
self.skills["RainofThorns"]:SetActive(self.settings["Features"].thorns);
self.skills["BardsArrow"]:SetActive(self.settings["Features"].bards);
self.skills["PressOnward"]:SetActive(self.settings["Features"].pressonward);
self.skills["FireOil"]:SetQuickslot(self.settings["Quickslots"].fireoil["active"], self.settings["Quickslots"].fireoil["type"], self.settings["Quickslots"].fireoil["data"]);
self.skills["LightOil"]:SetQuickslot(self.settings["Quickslots"].lightoil["active"], self.settings["Quickslots"].lightoil["type"], self.settings["Quickslots"].lightoil["data"]);
self.multi["TrackingSlot"]:Clear();
self.multi["TrackingSlot"]:AddShortCut("PassageofNature", 12, "0x70003F45");
self.multi["TrackingSlot"]:AddShortCut("PassageofFoes", 22, "0x70003F46");
self.multi["TrackingSlot"]:AddShortCut("PassageofShadow", 32, "0x70003F47");
self.multi["TrackingSlot"]:LevelCheck();
self.multi["StanceSlot"]:Clear();
self.multi["StanceSlot"]:AddShortCut("StrengthStance", 6, "0x70003F4E");
self.multi["StanceSlot"]:AddShortCut("PrecisionStance", 18, "0x70003F4D");
self.multi["StanceSlot"]:AddShortCut("EnduranceStance", 28, "0x70003F4F");
self.multi["StanceSlot"]:AddShortCut("FleetStance", 56, "0x70010065");
self.multi["StanceSlot"]:LevelCheck();
self.multi["TrappingSlot"]:Clear();
self.multi["TrappingSlot"]:AddShortCut("SetTrap", 6, "0x700030BB");
self.multi["TrappingSlot"]:AddShortCut("SetSnare", 36, "0x7000A6B1");
self.multi["TrappingSlot"]:LevelCheck();
if (self.settings["Features"].findpathactive == 1) then
self.skills["FindthePath"]:SetActive(true);
self.skills["FindthePath"]:SetHover(false);
elseif (self.settings["Features"].findpathactive == 2) then
self.skills["FindthePath"]:SetActive(true);
self.skills["FindthePath"]:SetHover(self.skills["FindthePath"].state);
else
self.skills["FindthePath"]:SetActive(not self.skills["FindthePath"].state);
end
self.skills["PressOnward"]:SetCombat(self.settings["Features"].combatpressonward, self.settings["Features"].pressonward);
self.multi["TrappingSlot"]:SetCombat(self.settings["Features"].combattraps, true);
-- Refresh States
self:CombatChange(vars.player:IsInCombat());
self:StanceChange(vars.classattr:GetStance());
self:FocusChange(vars.classattr:GetFocus());
Turbine.Shell.WriteLine("KragenBars: Hunter Bars refresh completed successfully.");
end