import "Turbine.UI";
import "Turbine.UI.Lotro";
import "Turbine.Gameplay";
import "KragenPlugs.Utils";
import "KragenPlugs.KragenBars";
MiniBars = class( KragenPlugs.KragenBars.ClassBar );
function MiniBars: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["BalladsT1"] = SkillWindow("BalladsT1", 1, 1, 3, 1, self.settings["BalladsT1"] );
self.windows["BalladsT2"] = SkillWindow("BalladsT2", 1, 2, 3, 1, self.settings["BalladsT2"] );
self.windows["BalladsT3"] = SkillWindow("BalladsT3", 1, 3, 3, 1, self.settings["BalladsT3"] );
self.windows["Anthems"] = SkillWindow("Anthems", 1, 4, 4, 1, self.settings["Anthems"] );
self.windows["Warspeech"] = SkillWindow("Warspeech", 4, 1, 1, 1, self.settings["Warspeech"] );
self.windows["Calls"] = SkillWindow("Calls", 5, 1, 3, 1, self.settings["Calls"] );
self.windows["Damage"] = SkillWindow("Damage", 8, 1, 2, 1, self.settings["Damage"] );
self.windows["Dethreat"] = SkillWindow("Dethreat", 10, 1, 2, 1, self.settings["Dethreat"] );
self.windows["Melee"] = SkillWindow("Melee", 4, 2, 2, 1, self.settings["Melee"] );
self.windows["Heals"] = SkillWindow("Heals", 1, 5, 6, 1, self.settings["Heals"] );
self.windows["Tales"] = SkillWindow("Tales", 6, 2, 1, 1, self.settings["Tales"] );
self.windows["Utility"] = SkillWindow("Utility", 7, 2, 5, 1, self.settings["Utility"] );
self.windows["Rez"] = SkillWindow("Rez", 4, 3, 3, 1, self.settings["Rez"] );
self.windows["CrowdControl"] = SkillWindow("CrowdControl", 8, 3, 3, 1, self.settings["CrowdControl"]);
self.windows["PowerShield"] = SkillWindow("PowerShield", 5, 4, 1, 1, self.settings["PowerShield"]);
self.windows["Silenced"] = SkillWindow("Silenced", 6, 4, 1, 1, self.settings["Silenced"] );
self.windows["Cure"] = SkillWindow("Cure", 7, 4, 2, 1, self.settings["Cure"] );
-- Build Bars SkillBar( parent:SkillWindow, x:int, y:int, width:int, height:int, active:Boolean, exclusive:boolean);
self.bars["BalladsT1"] = SkillBar(self.windows["BalladsT1"], 1, 1, 3, 1, true, false);
self.bars["BalladsT2"] = SkillBar(self.windows["BalladsT2"], 1, 1, 3, 1, true, false);
self.bars["BalladsT3"] = SkillBar(self.windows["BalladsT3"], 1, 1, 3, 1, true, false);
self.bars["Anthems"] = SkillBar(self.windows["Anthems"], 1, 1, 4, 1, true, false);
self.bars["Warspeech"] = SkillBar(self.windows["Warspeech"], 1, 1, 1, 1, true, false);
self.bars["Calls"] = SkillBar(self.windows["Calls"], 1, 1, 3, 1, true, false);
self.bars["Damage"] = SkillBar(self.windows["Damage"], 1, 1, 2, 1, true, false);
self.bars["Dethreat"] = SkillBar(self.windows["Dethreat"], 1, 1, 2, 1, true, false);
self.bars["Melee"] = SkillBar(self.windows["Melee"], 1, 1, 2, 1, true, false);
self.bars["Heals"] = SkillBar(self.windows["Heals"], 1, 1, 6, 1, true, false);
self.bars["Tales"] = SkillBar(self.windows["Tales"], 1, 1, 1, 1, true, false);
self.bars["Utility"] = SkillBar(self.windows["Utility"], 1, 1, 5, 1, true, false);
self.bars["Rez"] = SkillBar(self.windows["Rez"], 1, 1, 3, 1, true, false);
self.bars["CrowdControl"] = SkillBar(self.windows["CrowdControl"], 1, 1, 3, 1, true, false);
self.bars["PowerShield"] = SkillBar(self.windows["PowerShield"], 1, 1, 1, 1, true, false);
self.bars["Silenced"] = SkillBar(self.windows["Silenced"], 1, 1, 1, 1, true, false);
self.bars["Cure"] = SkillBar(self.windows["Cure"], 1, 1, 2, 1, true, false);
-- Build Skills SkillSlot( parent:SkillBar, x:int, y:int, active:Boolean, level:int, hexcode:String );
self.skills["BalladofVigour"] = SkillSlot(self.bars["BalladsT1"], 1, 1, true, 1, "0x70003E7C");
self.skills["BalladofSteel"] = SkillSlot(self.bars["BalladsT1"], 2, 1, true, 4, "0x70003E7E");
self.skills["BalladofResonance"] = SkillSlot(self.bars["BalladsT1"], 3, 1, true, 8, "0x700031A8");
self.skills["BalladofSwiftness"] = SkillSlot(self.bars["BalladsT2"], 1, 1, false, 2, "0x70003E7F");
self.skills["BalladofBalance"] = SkillSlot(self.bars["BalladsT2"], 2, 1, false, 12, "0x70003E83");
self.skills["BalladoftheStout"] = SkillSlot(self.bars["BalladsT2"], 3, 1, false, 36, "0x70003E8F");
self.skills["BalladofWar"] = SkillSlot(self.bars["BalladsT3"], 1, 1, false, 6, "0x7000317F");
self.skills["BalladofUnshakeableWill"] = SkillSlot(self.bars["BalladsT3"], 2, 1, false, 8, "0x70003E80");
self.skills["BalladofFlame"] = SkillSlot(self.bars["BalladsT3"], 3, 1, false, 32, "0x70003E8D");
self.skills["AnthemoftheFreePeoples"] = SkillSlot(self.bars["Anthems"], 1, 1, false, 18, "0x70003E88");
self.skills["AnthemofCompassion"] = SkillSlot(self.bars["Anthems"], 2, 1, false, 24, "0x70003E8A");
self.skills["AnthemoftheValar"] = SkillSlot(self.bars["Anthems"], 3, 1, false, 40, "0x70003184");
self.skills["AnthemoftheWizards"] = SkillSlot(self.bars["Anthems"], 4, 1, false, 41, "0x70001270");
self.skills["Warspeech"] = SkillSlot(self.bars["Warspeech"], 1, 1, true, 10, "0x7000B699");
self.skills["CallofOrome"] = SkillSlot(self.bars["Calls"], 1, 1, false, 14, "0x7000B69A");
self.skills["CalloftheSecondAge"] = SkillSlot(self.bars["Calls"], 2, 1, false, 34, "0x7000B69B");
self.skills["CalltoFate"] = SkillSlot(self.bars["Calls"], 3, 1, false, 56, "0x7000F250");
self.skills["EchoesofBattle"] = SkillSlot(self.bars["Damage"], 1, 1, true, 6, "0x7000B697");
self.skills["PiercingCry"] = SkillSlot(self.bars["Damage"], 2, 1, true, 2, "0x70003E7D");
self.skills["SongofSoothing"] = SkillSlot(self.bars["Dethreat"], 1, 1, true, 28, "0x700031B7");
self.skills["StillasDeath"] = SkillSlot(self.bars["Dethreat"], 2, 1, true, 38, "0x70003E90");
self.skills["NobleCause"] = SkillSlot(self.bars["Melee"], 1, 1, true, 14, "0x70003E84");
self.skills["HeraldsStrike"] = SkillSlot(self.bars["Melee"], 2, 1, true, { 1, 52 }, { "0x70003E7A", "0x70015A3C" });
self.skills["RaisetheSpirit"] = SkillSlot(self.bars["Heals"], 1, 1, true, 1, "0x70003E7B");
self.skills["BolsterCourage"] = SkillSlot(self.bars["Heals"], 2, 1, true, 16, "0x70003E85");
self.skills["InspireFellows"] = SkillSlot(self.bars["Heals"], 3, 1, true, 20, "0x70003E81");
self.skills["TriumphantSpirit"] = SkillSlot(self.bars["Heals"], 4, 1, true, 30, "0x70003E8C");
self.skills["ChordofSalvation"] = SkillSlot(self.bars["Heals"], 5, 1, true, 38, "0x7000BC01");
self.skills["SoliloquyofSpirit"] = SkillSlot(self.bars["Heals"], 6, 1, true, 60, "0x7000F1F4");
self.skills["SongofAid"] = SkillSlot(self.bars["Utility"], 1, 1, true, 30, "0x7000318C");
self.skills["CalltotheFellowship"] = SkillSlot(self.bars["Utility"], 2, 1, true, 46, "0x7000B69D");
self.skills["GiftoftheHammerhand"] = SkillSlot(self.bars["Utility"], 3, 1, true, 48, "0x7000B69E");
self.skills["CalltoGreatness"] = SkillSlot(self.bars["Utility"], 4, 1, true, 50, "0x7000B69C");
self.skills["SongoftheHopefulHeart"] = SkillSlot(self.bars["Utility"], 5, 1, self.settings["Features"].hopefulheart, 41, "0x7000125F");
self.skills["SongofRestoration"] = SkillSlot(self.bars["Rez"], 1, 1, true, { 18, 62 }, { "0x70003E86", "0x7000F25F" });
self.skills["EnliveningGrace"] = SkillSlot(self.bars["Rez"], 2, 1, true, 20, "0x700031AD");
self.skills["Rally"] = SkillSlot(self.bars["Rez"], 3, 1, self.settings["Features"].rally, 41, "0x70001251");
self.skills["CryoftheValar"] = SkillSlot(self.bars["CrowdControl"], 1, 1, true, 12, "0x70003E82");
self.skills["SongoftheDead"] = SkillSlot(self.bars["CrowdControl"], 2, 1, true, 16, "0x70003E87");
self.skills["SongofDistraction"] = SkillSlot(self.bars["CrowdControl"], 3, 1, true, 34, "0x70003E8E");
self.skills["LayoftheHammerhand"] = SkillSlot(self.bars["PowerShield"], 1, 1, true, { 42, 64 }, { "0x70003E91", "0x70020DF9" });
self.skills["CryoftheChorus"] = SkillSlot(self.bars["Silenced"], 1, 1, true, { 26, 54 }, { "0x700031B2", "0x7000F260" });
self.skills["CureFear"] = SkillSlot(self.bars["Cure"], 1, 1, true, 26, "0x70003E8B");
self.skills["FellowshipsHeart"] = SkillSlot(self.bars["Cure"], 2, 1, self.settings["Features"].fellowshipsheart, 45, "0x70006CEB");
-- Build MultiSlots SkillMultiSlot( parent:SkillBar, x:int, y:int, active:Boolean );
-- multi:AddShortCut(name:String, level:int, hex:String);
self.multi["TalesSlot"] = SkillMultiSlot(self.bars["Tales"], 1, 1, true);
self.multi["TalesSlot"]:AddShortCut("TaleofHeroism", 22, "0x70003E89");
self.multi["TalesSlot"]:AddShortCut("TaleofBattle", 32, "0x7000B661");
self.multi["TalesSlot"]:AddShortCut("TaleofWarding", 44, "0x7000B660");
self.multi["TalesSlot"]:AddShortCut("TaleofFrostandFlame", 58, "0x7000F216");
if (self.settings["Features"].mastertales) then self.multi["TalesSlot"]:AddShortCut("TaleofWardingandHeroism", 55, "0x7000F21B"); end
if (self.settings["Features"].mastertales) then self.multi["TalesSlot"]:AddShortCut("TaleofFrostandFlamesBattle", 55, "0x7000F21C"); end
self.multi["TalesSlot"]:LevelCheck();
self.multi["TalesSlot"]:SetIndex(self.settings["Features"].primarytale);
-- Set Combat States
self.skills["SongofSoothing"]:SetCombat(true, false);
self.skills["StillasDeath"]:SetCombat(true, false);
self.skills["SongofRestoration"]:SetCombat(false, true);
self.skills["EnliveningGrace"]:SetCombat(false, true);
-- EVENTS
-- Stance Change Event
AddCallback(vars.classattr, "StanceChanged", function(sender, args)
KragenBars:StanceChange(vars.classattr:GetStance());
end);
-- Ballad Tier Change Events
AddCallback(vars.classattr, "IsSerenadeTier1AvailableChanged", function(sender, args)
KragenBars:BalladT1Change(vars.classattr:IsSerenadeTier1Available());
end);
AddCallback(vars.classattr, "IsSerenadeTier2Changed", function(sender, args)
KragenBars:BalladT2Change(vars.classattr:IsSerenadeTier2Available());
end);
AddCallback(vars.classattr, "IsSerenadeTier3Changed", function(sender, args)
KragenBars:BalladT3Change(vars.classattr:IsSerenadeTier3Available());
end);
-- INITIALIZE BARS
self:InitBars();
self:CombatChange(vars.player:IsInCombat());
self:StanceChange(vars.classattr:GetStance());
self:BalladT1Change(vars.classattr:IsSerenadeTier1Available());
self:BalladT2Change(vars.classattr:IsSerenadeTier2Available());
self:BalladT2Change(vars.classattr:IsSerenadeTier2Available());
end
-- ADD EFFECT EVENT
function MiniBars:AddEffect( effectIndex )
local addedeffect = vars.player:GetEffects():Get( effectIndex );
if (addedeffect:GetName() == "Ballad of Vigour" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladofVigour"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladofVigour"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladofVigour"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad of Steel" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladofSteel"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladofSteel"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladofSteel"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad of Resonance" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladofResonance"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladofResonance"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladofResonance"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad of Swiftness" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladofSwiftness"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladofSwiftness"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladofSwiftness"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad of Balance" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladofBalance"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladofBalance"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladofBalance"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad of the Stout" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladoftheStout"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladoftheStout"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladoftheStout"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad of War" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladofWar"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladofWar"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladofWar"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad of Unshakeable Will" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladofUnshakeableWill"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladofUnshakeableWill"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladofUnshakeableWill"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad of Flame" and self.settings["Features"].activeballad ~= 1) then
self.skills["BalladofFlame"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["BalladofFlame"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["BalladofFlame"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Anthem of the Free Peoples" and self.settings["Features"].activeballad ~= 1) then
self.skills["AnthemoftheFreePeoples"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["AnthemoftheFreePeoples"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["AnthemoftheFreePeoples"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Anthem of Compassion" and self.settings["Features"].activeballad ~= 1) then
self.skills["AnthemofCompassion"]:SetState( true , true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 2) then
self.skills["AnthemofCompassion"]:SetHover(true);
elseif (self.settings["Features"].activeballad == 3) then
self.skills["AnthemofCompassion"]:SetActive(false);
end
elseif (addedeffect:GetName() == "Ballad Tier 1") then
self.bars["BalladsT2"]:SetState(true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 1 or self.settings["Features"].activeballad == 2) then
self.skills["BalladofSwiftness"]:SetActive(true);
self.skills["BalladofBalance"]:SetActive(true);
self.skills["BalladoftheStout"]:SetActive(true);
else
self.skills["BalladofSwiftness"]:SetActive(not self.skills["BalladofSwiftness"].state);
self.skills["BalladofBalance"]:SetActive(not self.skills["BalladofBalance"].state);
self.skills["BalladoftheStout"]:SetActive(not self.skills["BalladoftheStout"].state);
end
elseif (addedeffect:GetName() == "Ballad Tier 2") then
self.bars["BalladsT3"]:SetState(true, addedeffect:GetID());
if (self.settings["Features"].activeballad == 1 or self.settings["Features"].activeballad == 2) then
self.skills["BalladofWar"]:SetActive(true);
self.skills["BalladofUnshakeableWill"]:SetActive(true);
self.skills["BalladofFlame"]:SetActive(true);
else
self.skills["BalladofWar"]:SetActive(not self.skills["BalladofWar"].state);
self.skills["BalladofUnshakeableWill"]:SetActive(not self.skills["BalladofUnshakeableWill"].state);
self.skills["BalladofFlame"]:SetActive(not self.skills["BalladofFlame"].state);
end
elseif (addedeffect:GetName() == "Ballad Tier 3") then
self.bars["Anthems"]:SetState(true, addedeffect:GetID());
self.skills["AnthemoftheValar"]:SetActive(true);
self.skills["AnthemoftheWizards"]:SetActive(self.settings["Features"].wizards);
if (self.settings["Features"].activeballad == 1 or self.settings["Features"].activeballad == 2) then
self.skills["AnthemoftheFreePeoples"]:SetActive(true);
self.skills["AnthemofCompassion"]:SetActive(true);
else
self.skills["AnthemoftheFreePeoples"]:SetActive(not self.skills["AnthemoftheFreePeoples"].state);
self.skills["AnthemofCompassion"]:SetActive(not self.skills["AnthemofCompassion"].state);
end
elseif (addedeffect:GetName() == "War-speech") then
self.skills["CallofOrome"]:SetActive(true);
self.skills["CalloftheSecondAge"]:SetActive(true);
self.skills["CalltoFate"]:SetActive(true);
elseif (addedeffect:GetName() == "Silenced") then
self.skills["CryoftheChorus"]:SetState( true , true, addedeffect:GetID());
elseif (addedeffect:GetName() == "Tale of Heroism" or addedeffect:GetName() == "Tale of Battle" or addedeffect:GetName() == "Tale of Warding" or addedeffect:GetName() == "Tale of Frost and Flame" or addedeffect:GetName() == "Tale of Warding and Heroism" or addedeffect:GetName() == "Tale of Frost and Flame's Battle") then
self.multi["TalesSlot"]:SetState( true , true, addedeffect:GetID());
self.multi["TalesSlot"]:SetHover(true);
end
end
-- REMOVE EFFECT EVENT
function MiniBars: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() == "Ballad of Vigour") then
self.skills["BalladofVigour"]:SetState( false , true, effect:GetID());
self.skills["BalladofVigour"]:SetHover(false);
elseif (effect:GetName() == "Ballad of Steel") then
self.skills["BalladofSteel"]:SetState( false , true, effect:GetID());
self.skills["BalladofSteel"]:SetHover(false);
elseif (effect:GetName() == "Ballad of Resonance") then
self.skills["BalladofResonance"]:SetState( false , true, effect:GetID());
self.skills["BalladofResonance"]:SetHover(false);
elseif (effect:GetName() == "Ballad of Swiftness") then
self.skills["BalladofSwiftness"]:SetState( false , self.bars["BalladsT2"].state, effect:GetID());
self.skills["BalladofSwiftness"]:SetHover(false);
elseif (effect:GetName() == "Ballad of Balance") then
self.skills["BalladofBalance"]:SetState( false , self.bars["BalladsT2"].state, effect:GetID());
self.skills["BalladofBalance"]:SetHover(false);
elseif (effect:GetName() == "Ballad of the Stout") then
self.skills["BalladoftheStout"]:SetState( false , self.bars["BalladsT2"].state, effect:GetID());
self.skills["BalladoftheStout"]:SetHover(false);
elseif (effect:GetName() == "Ballad of War") then
self.skills["BalladofWar"]:SetState( false , self.bars["BalladsT3"].state, effect:GetID());
self.skills["BalladofWar"]:SetHover(false);
elseif (effect:GetName() == "Ballad of Unshakeable Will") then
self.skills["BalladofUnshakeableWill"]:SetState( false , self.bars["BalladsT3"].state, effect:GetID());
self.skills["BalladofUnshakeableWill"]:SetHover(false);
elseif (effect:GetName() == "Ballad of Flame") then
self.skills["BalladofFlame"]:SetState( false , self.bars["BalladsT3"].state, effect:GetID());
self.skills["BalladofFlame"]:SetHover(false);
elseif (effect:GetName() == "Anthem of the Free Peoples") then
self.skills["AnthemoftheFreePeoples"]:SetState( false , self.bars["Anthems"].state, effect:GetID());
self.skills["AnthemoftheFreePeoples"]:SetHover(false);
elseif (effect:GetName() == "Anthem of Compassion") then
self.skills["AnthemofCompassion"]:SetState( false , self.bars["Anthems"].state, effect:GetID());
self.skills["AnthemofCompassion"]:SetHover(false);
elseif (effect:GetName() == "Ballad Tier 1") then
self.bars["BalladsT2"]:SetState(false, effect:GetID());
if (self.settings["Features"].activeballad == 1 or self.settings["Features"].activeballad == 2) then
self.skills["BalladofSwiftness"]:SetActive(self.bars["BalladsT2"].state);
self.skills["BalladofBalance"]:SetActive(self.bars["BalladsT2"].state);
self.skills["BalladoftheStout"]:SetActive(self.bars["BalladsT2"].state);
else
self.skills["BalladofSwiftness"]:SetActive(self.bars["BalladsT2"].state and not self.skills["BalladofSwiftness"].state);
self.skills["BalladofBalance"]:SetActive(self.bars["BalladsT2"].state and not self.skills["BalladofBalance"].state);
self.skills["BalladoftheStout"]:SetActive(self.bars["BalladsT2"].state and not self.skills["BalladoftheStout"].state);
end
elseif (effect:GetName() == "Ballad Tier 2") then
self.bars["BalladsT3"]:SetState(false, effect:GetID());
if (self.settings["Features"].activeballad == 1 or self.settings["Features"].activeballad == 2) then
self.skills["BalladofWar"]:SetActive(self.bars["BalladsT3"].state);
self.skills["BalladofUnshakeableWill"]:SetActive(self.bars["BalladsT3"].state);
self.skills["BalladofFlame"]:SetActive(self.bars["BalladsT3"].state);
else
self.skills["BalladofWar"]:SetActive(self.bars["BalladsT3"].state and not self.skills["BalladofWar"].state);
self.skills["BalladofUnshakeableWill"]:SetActive(self.bars["BalladsT3"].state and not self.skills["BalladofUnshakeableWill"].state);
self.skills["BalladofFlame"]:SetActive(self.bars["BalladsT3"].state and not self.skills["BalladofFlame"].state);
end
elseif (effect:GetName() == "Ballad Tier 3") then
self.bars["Anthems"]:SetState(false, effect:GetID());
if (self.settings["Features"].activeballad == 1 or self.settings["Features"].activeballad == 2) then
self.skills["AnthemoftheFreePeoples"]:SetActive(self.bars["Anthems"].state);
self.skills["AnthemofCompassion"]:SetActive(self.bars["Anthems"].state);
else
self.skills["AnthemoftheFreePeoples"]:SetActive(self.bars["Anthems"].state and not self.skills["AnthemoftheFreePeoples"].state);
self.skills["AnthemofCompassion"]:SetActive(self.bars["Anthems"].state and not self.skills["AnthemofCompassion"].state);
end
self.skills["AnthemoftheValar"]:SetActive(false);
self.skills["AnthemoftheWizards"]:SetActive(false);
elseif (effect:GetName() == "War-speech") then
self.skills["CallofOrome"]:SetActive(false);
self.skills["CalloftheSecondAge"]:SetActive(false);
self.skills["CalltoFate"]:SetActive(false);
elseif (effect:GetName() == "Silenced") then
self.skills["CryoftheChorus"]:SetState( false , false, effect:GetID());
elseif (effect:GetName() == "Tale of Heroism" or effect:GetName() == "Tale of Battle" or effect:GetName() == "Tale of Warding" or effect:GetName() == "Tale of Frost and Flame" or effect:GetName() == "Tale of Warding and Heroism" or effect:GetName() == "Tale of Frost and Flame's Battle") then
self.multi["TalesSlot"]:SetState( false , true, addedeffect:GetID());
self.multi["TalesSlot"]:SetHover(false);
end
end
function MiniBars:StanceChange(stance)
-- Turbine.Shell.WriteLine("KragenBars: Stance Change: " ..vars.classattr:GetStance());
-- if (stance == 1) then
-- self.skills["CallofOrome"]:SetActive(true);
-- self.skills["CalloftheSecondAge"]:SetActive(true);
-- self.skills["CalltoFate"]:SetActive(true);
-- else
-- self.skills["CallofOrome"]:SetActive(false);
-- self.skills["CalloftheSecondAge"]:SetActive(false);
-- self.skills["CalltoFate"]:SetActive(false);
-- end
end
function MiniBars:BalladT1Change(bol)
-- if (vars.classattr:IsSerenadeTier1Available()) then
-- Turbine.Shell.WriteLine("KragenBars: BalladT1 Change: true");
-- else
-- Turbine.Shell.WriteLine("KragenBars: BalladT1 Change: false");
-- end
-- if (bol) then
-- if (self.settings["Features"].activeballad == 0 or self.settings["Features"].activeballad == 1) then
-- self.skills["BalladofSwiftness"]:SetActive(true);
-- self.skills["BalladofBalance"]:SetActive(true);
-- self.skills["BalladoftheStout"]:SetActive(true);
-- else
-- self.skills["BalladofSwiftness"]:SetActive(not self.skills["BalladofSwiftness"].state);
-- self.skills["BalladofBalance"]:SetActive(not self.skills["BalladofBalance"].state);
-- self.skills["BalladoftheStout"]:SetActive(not self.skills["BalladoftheStout"].state);
-- end
-- else
-- self.skills["BalladofSwiftness"]:SetActive(false);
-- self.skills["BalladofBalance"]:SetActive(false);
-- self.skills["BalladoftheStout"]:SetActive(false);
-- end
end
function MiniBars:BalladT2Change(bol)
-- if (vars.classattr:IsSerenadeTier2Available()) then
-- Turbine.Shell.WriteLine("KragenBars: BalladT2 Change: true");
-- else
-- Turbine.Shell.WriteLine("KragenBars: BalladT2 Change: false");
-- end
-- if (bol) then
-- if (self.settings["Features"].activeballad == 0 or self.settings["Features"].activeballad == 1) then
-- self.skills["BalladofWar"]:SetActive(true);
-- self.skills["BalladofUnshakeableWill"]:SetActive(true);
-- self.skills["BalladofFlame"]:SetActive(true);
-- else
-- self.skills["BalladofWar"]:SetActive(not self.skills["BalladofWar"].state);
-- self.skills["BalladofUnshakeableWill"]:SetActive(not self.skills["BalladofUnshakeableWill"].state);
-- self.skills["BalladofFlame"]:SetActive(not self.skills["BalladofFlame"].state);
-- end
-- else
-- self.skills["BalladofWar"]:SetActive(false);
-- self.skills["BalladofUnshakeableWill"]:SetActive(false);
-- self.skills["BalladofFlame"]:SetActive(false);
-- end
end
function MiniBars:BalladT3Change(bol)
-- if (vars.classattr:IsSerenadeTier3Available()) then
-- Turbine.Shell.WriteLine("KragenBars: BalladT3 Change: true");
-- else
-- Turbine.Shell.WriteLine("KragenBars: BalladT3 Change: false");
-- end
-- if (bol) then
-- self.skills["AnthemoftheValar"]:SetActive(true);
-- self.skills["AnthemoftheWizards"]:SetActive(self.settings["Features"].wizards);
-- if (self.settings["Features"].activeballad == 0 or self.settings["Features"].activeballad == 1) then
-- self.skills["AnthemoftheFreePeoples"]:SetActive(true);
-- self.skills["AnthemofCompassion"]:SetActive(true);
-- else
-- self.skills["AnthemoftheFreePeoples"]:SetActive(not self.skills["AnthemoftheFreePeoples"].state);
-- self.skills["AnthemofCompassion"]:SetActive(not self.skills["AnthemofCompassion"].state);
-- end
-- else
-- self.skills["AnthemoftheFreePeoples"]:SetActive(false);
-- self.skills["AnthemofCompassion"]:SetActive(false);
-- end
end
function MiniBars:DefaultSettings()
self.settings = { };
local windowlist = {"BalladsT1", "BalladsT2", "BalladsT3", "Anthems", "Warspeech", "Calls", "Damage", "Dethreat", "Melee", "Heals", "Tales", "Utility", "Rez", "CrowdControl", "PowerShield", "Silenced", "Cure"};
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"].activeballad = 1;
self.settings["Features"].wizards = false;
self.settings["Features"].primarytale = 1;
self.settings["Features"].mastertales = false;
self.settings["Features"].hopefulheart = false;
self.settings["Features"].rally = false;
self.settings["Features"].fellowshipsheart = false;
end
function MiniBars:UpdateSettings()
settings.vers = vars.vers;
end
function MiniBars: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("Ballads: Tier 1");
self.setupbb.checkboxbb1:SetChecked (self.settings["BalladsT1"].active);
self.setupbb.checkboxbb1:SetVisible(true);
self.setupbb.checkboxbb2:SetText("Ballads: Tier 2");
self.setupbb.checkboxbb2:SetChecked (self.settings["BalladsT2"].active);
self.setupbb.checkboxbb2:SetVisible(true);
self.setupbb.checkboxbb3:SetText("Ballads: Tier 3");
self.setupbb.checkboxbb3:SetChecked (self.settings["BalladsT3"].active);
self.setupbb.checkboxbb3:SetVisible(true);
self.setupbb.checkboxbb4:SetText("Anthems");
self.setupbb.checkboxbb4:SetChecked (self.settings["Anthems"].active);
self.setupbb.checkboxbb4:SetVisible(true);
self.setupbb.checkboxbb5:SetText("Warspeech");
self.setupbb.checkboxbb5:SetChecked (self.settings["Warspeech"].active);
self.setupbb.checkboxbb5:SetVisible(true);
self.setupbb.checkboxbb6:SetText("Calls");
self.setupbb.checkboxbb6:SetChecked (self.settings["Calls"].active);
self.setupbb.checkboxbb6:SetVisible(true);
self.setupbb.checkboxbb7:SetText("Damage");
self.setupbb.checkboxbb7:SetChecked (self.settings["Damage"].active);
self.setupbb.checkboxbb7:SetVisible(true);
self.setupbb.checkboxbb8:SetText("Dethreat");
self.setupbb.checkboxbb8:SetChecked (self.settings["Dethreat"].active);
self.setupbb.checkboxbb8:SetVisible(true);
self.setupbb.checkboxbb9:SetText("Melee");
self.setupbb.checkboxbb9:SetChecked (self.settings["Melee"].active);
self.setupbb.checkboxbb9:SetVisible(true);
self.setupbb.checkboxbb10:SetText("Heals");
self.setupbb.checkboxbb10:SetChecked (self.settings["Heals"].active);
self.setupbb.checkboxbb10:SetVisible(true);
self.setupbb.checkboxbb11:SetText("Tales");
self.setupbb.checkboxbb11:SetChecked (self.settings["Tales"].active);
self.setupbb.checkboxbb11:SetVisible(true);
self.setupbb.checkboxbb12:SetText("Utility");
self.setupbb.checkboxbb12:SetChecked (self.settings["Utility"].active);
self.setupbb.checkboxbb12:SetVisible(true);
self.setupbb.checkboxbb13:SetText("Rez");
self.setupbb.checkboxbb13:SetChecked (self.settings["Rez"].active);
self.setupbb.checkboxbb13:SetVisible(true);
self.setupbb.checkboxbb14:SetText("Crowd Control");
self.setupbb.checkboxbb14:SetChecked (self.settings["CrowdControl"].active);
self.setupbb.checkboxbb14:SetVisible(true);
self.setupbb.checkboxbb15:SetText("Power Shield");
self.setupbb.checkboxbb15:SetChecked (self.settings["PowerShield"].active);
self.setupbb.checkboxbb15:SetVisible(true);
self.setupbb.checkboxbb16:SetText("Silenced");
self.setupbb.checkboxbb16:SetChecked (self.settings["Silenced"].active);
self.setupbb.checkboxbb16:SetVisible(true);
self.setupbb.checkboxbb17:SetText("Cure");
self.setupbb.checkboxbb17:SetChecked (self.settings["Cure"].active);
self.setupbb.checkboxbb17:SetVisible(true);
self.setupf.checkboxf1:SetText("Anthem...Wizards");
self.setupf.checkboxf1:SetChecked (self.settings["Features"].wizards);
self.setupf.checkboxf1:SetVisible(true);
self.setupf.checkboxf2:SetText("Song..Hopeful Heart");
self.setupf.checkboxf2:SetChecked (self.settings["Features"].hopefulheart);
self.setupf.checkboxf2:SetVisible(true);
self.setupf.checkboxf3:SetText("Rally!");
self.setupf.checkboxf3:SetChecked (self.settings["Features"].rally);
self.setupf.checkboxf3:SetVisible(true);
self.setupf.checkboxf4:SetText("Fellowship's Heart");
self.setupf.checkboxf4:SetChecked (self.settings["Features"].fellowshipsheart);
self.setupf.checkboxf4:SetVisible(true);
if (not self.setupf.combo1box:IsVisible()) then
self.setupf.combo1Label:SetText("Primary Tale");
self.setupf.combo1Label:SetVisible(true);
local combolist = {"Tale of Heroism", "Tale of Battle", "Tale of Warding", "Tale of Frost and Flame", "Tale of Warding and Heroism", "Tale of Frost and Flame's Battle"}
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"].primarytale);
if (not self.setupf.combo2box:IsVisible()) then
self.setupf.combo2Label:SetText("Active Ballad State");
self.setupf.combo2Label:SetVisible(true);
local combolist = {"None", "Dim", "Hide"}
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"].activeballad);
end
function MiniBars:SetupClosing()
self.settings["BalladsT1"].active = self.setupbb.checkboxbb1:IsChecked();
self.settings["BalladsT2"].active = self.setupbb.checkboxbb2:IsChecked();
self.settings["BalladsT3"].active = self.setupbb.checkboxbb3:IsChecked();
self.settings["Anthems"].active = self.setupbb.checkboxbb4:IsChecked();
self.settings["Warspeech"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["Calls"].active = self.setupbb.checkboxbb6:IsChecked();
self.settings["Damage"].active = self.setupbb.checkboxbb7:IsChecked();
self.settings["Dethreat"].active = self.setupbb.checkboxbb8:IsChecked();
self.settings["Melee"].active = self.setupbb.checkboxbb9:IsChecked();
self.settings["Heals"].active = self.setupbb.checkboxbb10:IsChecked();
self.settings["Tales"].active = self.setupbb.checkboxbb11:IsChecked();
self.settings["Utility"].active = self.setupbb.checkboxbb12:IsChecked();
self.settings["Rez"].active = self.setupbb.checkboxbb13:IsChecked();
self.settings["CrowdControl"].active = self.setupbb.checkboxbb14:IsChecked();
self.settings["PowerShield"].active = self.setupbb.checkboxbb15:IsChecked();
self.settings["Silenced"].active = self.setupbb.checkboxbb16:IsChecked();
self.settings["Cure"].active = self.setupbb.checkboxbb17:IsChecked();
self.settings["Features"].wizards = self.setupf.checkboxf1:IsChecked();
self.settings["Features"].hopefulheart = self.setupf.checkboxf2:IsChecked();
self.settings["Features"].rally = self.setupf.checkboxf3:IsChecked();
self.settings["Features"].fellowshipsheart = self.setupf.checkboxf4:IsChecked();
self.settings["Features"].primarytale = self.setupf.combo1box:GetSelection();
self.settings["Features"].activeballad = self.setupf.combo2box:GetSelection();
settings.opacity = (self.setupbb.opacityslider:GetValue() / 100);
settings.lockslots = self.setupbb.checkboxlock:IsChecked();
settings.snaptogrid = self.setupbb.checkboxgrid:IsChecked();
self:SaveSettings();
self:Refresh();
end
function MiniBars:Refresh()
-- GENERIC REFRESH (Required for all classes)
self:RefreshBars();
-- CLASS SPECIFIC REFRESH
-- Setup Features
self.skills["AnthemoftheWizards"]:SetActive(self.settings["Features"].wizards);
self.skills["SongoftheHopefulHeart"]:SetActive(self.settings["Features"].hopefulheart);
self.skills["Rally"]:SetActive(self.settings["Features"].rally);
-- Build Multi Slots
self.multi["TalesSlot"]:Clear();
self.multi["TalesSlot"]:AddShortCut("TaleofHeroism", 22, "0x70003E89");
self.multi["TalesSlot"]:AddShortCut("TaleofBattle", 32, "0x7000B661");
self.multi["TalesSlot"]:AddShortCut("TaleofWarding", 44, "0x7000B660");
self.multi["TalesSlot"]:AddShortCut("TaleofFrostandFlame", 58, "0x7000F216");
if (self.settings["Features"].mastertales) then self.multi["TalesSlot"]:AddShortCut("TaleofWardingandHeroism", 55, "0x7000F21B"); end
if (self.settings["Features"].mastertales) then self.multi["TalesSlot"]:AddShortCut("TaleofFrostandFlamesBattle", 55, "0x7000F21C"); end
self.multi["TalesSlot"]:LevelCheck();
self.multi["TalesSlot"]:SetIndex(self.settings["Features"].primarytale);
if (self.multi["TalesSlot"].effectid ~= 0) then
self.multi["TalesSlot"]:SetHover(true);
end
-- Refresh States
self:CombatChange(vars.player:IsInCombat());
self:StanceChange(vars.classattr:GetStance());
self:BalladT1Change(vars.classattr:IsSerenadeTier1Available());
self:BalladT2Change(vars.classattr:IsSerenadeTier2Available());
self:BalladT2Change(vars.classattr:IsSerenadeTier2Available());
Turbine.Shell.WriteLine("KragenBars: Minstrel Bars refresh completed successfully.");
end