import "Turbine.UI";
import "Turbine.UI.Lotro";
import "Turbine.Gameplay";
import "KragenPlugs.Utils";
import "KragenPlugs.KragenBars";
BurglarBars = class( KragenPlugs.KragenBars.ClassBar );
function BurglarBars: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
if (vars.classattr:GetStance() == 1) then
self.mischiefflag = 2;
else
self.mischiefflag = 0;
end
self.poison = 0;
self.effectlist = {};
-- ENGLISH CLIENT
if (vars.locale == 'en') then
self.effectlist['CriticalResponse'] = 'Critical Response';
self.effectlist['DoubleEdged'] = 'Double Edged';
self.effectlist['FMResponse'] = 'Fellowship Manoeuvre Response';
self.effectlist['ImprovedFeint'] = 'Improved Feint';
self.effectlist['Campsite'] = 'Campsite';
self.effectlist['Stunned'] = 'Stunned';
self.effectlist['Dazed'] = 'Dazed';
self.effectlist['KnockedDown'] = 'Knocked Down';
self.effectlist['KnockedOut'] = 'Knocked Out';
-- FRENCH CLIENT
elseif (vars.locale == 'fr') then
self.effectlist['CriticalResponse'] = 'Critical Response';
self.effectlist['DoubleEdged'] = 'Double Edged';
self.effectlist['FMResponse'] = 'Fellowship Manoeuvre Response';
self.effectlist['ImprovedFeint'] = 'Improved Feint';
self.effectlist['Campsite'] = 'Campsite';
self.effectlist['Stunned'] = 'Etourdissement';
self.effectlist['Dazed'] = 'Hébété';
self.effectlist['KnockedDown'] = 'Renversé';
self.effectlist['KnockedOut'] = 'Knocked Out';
-- GERMAN CLIENT
elseif (vars.locale == 'de') then
self.effectlist['CriticalResponse'] = 'Kritische Erwiderung';
self.effectlist['DoubleEdged'] = 'Zweischneidiger Schlag';
self.effectlist['FMResponse'] = 'Erwiderung "Gefährtenmanöver"';
self.effectlist['ImprovedFeint'] = 'Improved Feint';
self.effectlist['Campsite'] = 'Campsite';
self.effectlist['Stunned'] = 'Bewusstlos geschlagen';
self.effectlist['Dazed'] = 'Benommenheit';
self.effectlist['KnockedDown'] = 'Zu Boden geschlagen';
self.effectlist['KnockedOut'] = 'Knocked Out';
end
-- 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["QuickBar8"] = SkillWindow("KB: Bar8", 7, 1, 6, 1, self.settings["QuickBar8"] );
self.windows["QuickBar7"] = SkillWindow("KB: Bar7", 1, 1, 6, 1, self.settings["QuickBar7"] );
self.windows["QuickBar6"] = SkillWindow("KB: Bar6", 7, 2, 6, 1, self.settings["QuickBar6"] );
self.windows["QuickBar5"] = SkillWindow("KB: Bar5", 1, 2, 6, 1, self.settings["QuickBar5"] );
self.windows["QuickBar4"] = SkillWindow("KB: Bar4", 7, 3, 6, 1, self.settings["QuickBar4"] );
self.windows["QuickBar3"] = SkillWindow("KB: Bar3", 1, 3, 6, 1, self.settings["QuickBar3"] );
self.windows["QuickBar2"] = SkillWindow("KB: Bar2", 7, 4, 6, 1, self.settings["QuickBar2"] );
self.windows["QuickBar1"] = SkillWindow("KB: Bar1", 1, 4, 6, 1, self.settings["QuickBar1"] );
self.windows["FMReactives"] = SkillWindow("FM Reactives", 7, 1, 2, 1, self.settings["FMReactives"] );
self.windows["Crit"] = SkillWindow("Crit Reactives", 1, 2, 3, 2, self.settings["Crit"] );
self.windows["Stunned"] = SkillWindow("Stun", 12, 2, 1, 1, self.settings["Stunned"] );
self.windows["Stance"] = SkillWindow("Stance", 11, 3, 2, 1, self.settings["Stance"] );
-- Build Bars SkillBar( parent:SkillWindow, x:int, y:int, width:int, height:int, active:Boolean);
self.bars["CritTier3"] = SkillBar(self.windows["Crit"], 1, 1, 3, 2, true, true);
self.bars["CritTier1"] = SkillBar(self.windows["Crit"], 1, 2, 1, 1, true, true);
self.bars["CritTier2"] = SkillBar(self.windows["Crit"], 1, 2, 1, 1, true, true);
self.bars["Stance"] = SkillBar(self.windows["Stance"], 1, 1, 2, 1, true, true);
self.bars["Stunned"] = SkillBar(self.windows["Stunned"], 1, 1, 1, 1, true, false);
self.bars["FMReactives"] = SkillBar(self.windows["FMReactives"], 1, 1, 2, 1, true, true);
self.bars["QuickBar1"] = SkillBar(self.windows["QuickBar1"], 1, 1, 6, 1, true, false);
self.bars["QuickBar2"] = SkillBar(self.windows["QuickBar2"], 1, 1, 6, 1, true, false);
self.bars["QuickBar3"] = SkillBar(self.windows["QuickBar3"], 1, 1, 6, 1, true, false);
self.bars["QuickBar4"] = SkillBar(self.windows["QuickBar4"], 1, 1, 6, 1, true, false);
self.bars["QuickBar5"] = SkillBar(self.windows["QuickBar5"], 1, 1, 6, 1, true, false);
self.bars["QuickBar6"] = SkillBar(self.windows["QuickBar6"], 1, 1, 6, 1, true, false);
self.bars["QuickBar7"] = SkillBar(self.windows["QuickBar7"], 1, 1, 6, 1, true, false);
self.bars["QuickBar8"] = SkillBar(self.windows["QuickBar8"], 1, 1, 6, 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["BurglarsAdvantage"] = SkillSlot(self.bars["CritTier1"], 1, 1, false, 2, "0x70003F0B");
self.skills["DoubleEdgedStrike"] = SkillSlot(self.bars["CritTier2"], 1, 1, false, 24, "0x70003F0C");
self.skills["ExposedThroat"] = SkillSlot(self.bars["CritTier3"], 2, 2, false, 41, "0x70000F80");
self.skills["FlashingBlades"] = SkillSlot(self.bars["CritTier3"], 3, 2, false, 41, "0x70000F5D");
self.skills["LuckyStrike"] = SkillSlot(self.bars["CritTier3"], 1, 1, false, 56, "0x7000FD86");
self.skills["FeintAttack"] = SkillSlot(self.bars["CritTier3"], 2, 1, false, 58, "0x7000FB71");
self.skills["SmallSnag"] = SkillSlot(self.bars["CritTier3"], 3, 1, false, 60, "0x7000FB73");
self.skills["SeizeInitiative"] = SkillSlot(self.bars["FMReactives"], 1, 1, false, 44, "0x7000D447");
self.skills["EscapeClause"] = SkillSlot(self.bars["FMReactives"], 2, 1, false, 48, "0x7000D443");
self.skills["Sneak"] = SkillSlot(self.bars["Stance"], 1, 1, true, 4, "0x70003212");
self.skills["Mischief"] = SkillSlot(self.bars["Stance"], 2, 1, true, 20, "0x7000D4A4");
self.skills["FindFooting"] = SkillSlot(self.bars["Stunned"], 1, 1, false, 32, "0x70003F14");
self.skills["SurpriseStrike"] = SkillSlot(self.bars["QuickBar1"], 1, 1, true, 1, "0x70003F08");
self.skills["CunningAttack"] = SkillSlot(self.bars["QuickBar1"], 2, 1, true, 1, "0x70003F09");
self.skills["SubtleStab"] = SkillSlot(self.bars["QuickBar1"], 3, 1, true, 1, "0x700031D3");
self.skills["Disable"] = SkillSlot(self.bars["QuickBar1"], 4, 1, true, 4, "0x700031FA");
self.skills["DITE"] = SkillSlot(self.bars["QuickBar1"], 5, 1, true, 16, "0x700031E7");
self.skills["CounterDefences"] = SkillSlot(self.bars["QuickBar1"], 6, 1, true, 26, "0x70003200");
self.skills["Riddle"] = SkillSlot(self.bars["QuickBar2"], 1, 1, true, 8, "0x700031D8");
self.skills["Addle"] = SkillSlot(self.bars["QuickBar2"], 2, 1, true, 14, "0x70003F0E");
self.skills["Provoke"] = SkillSlot(self.bars["QuickBar2"], 3, 1, true, 34, "0x70003F0A");
self.skills["Diversion"] = SkillSlot(self.bars["QuickBar2"], 4, 1, true, 18, "0x700031F5");
self.skills["HideInPlainSight"] = SkillSlot(self.bars["QuickBar2"], 5, 1, true, { 30, 54 }, { "0x7000320D", "0x70015A02" });
self.skills["ShareTheFun"] = SkillSlot(self.bars["QuickBar2"], 6, 1, true, 42, "0x7000D448");
self.skills["MischieviousGlee"] = SkillSlot(self.bars["QuickBar3"], 4, 1, true, {10, 64}, { "0x70003F10", "0x70020DD0" });
self.skills["StartlingTwist"] = SkillSlot(self.bars["QuickBar3"], 5, 1, true, {20, 52}, { "0x70003F0F", "0x70015A04" });
self.skills["CleverRetort"] = SkillSlot(self.bars["QuickBar3"], 6, 1, self.settings["Features"].honedwit or vars.classattr:GetStance() == 1, 30, "0x7000D440");
self.skills["Enrage"] = SkillSlot(self.bars["QuickBar4"], 1, 1, true, 38, "0x70003218");
self.skills["ExploitOpening"] = SkillSlot(self.bars["QuickBar4"], 2, 1, true, 12, "0x70003F0D");
self.skills["Trip"] = SkillSlot(self.bars["QuickBar4"], 3, 1, true, 28, "0x70003F07");
self.skills["Aim"] = SkillSlot(self.bars["QuickBar5"], 4, 1, true, 12, "0x700031E1");
self.skills["LIE"] = SkillSlot(self.bars["QuickBar5"], 5, 1, true, 50, "0x7000D445");
self.skills["RevealWeakness"] = SkillSlot(self.bars["QuickBar5"], 6, 1, true, 22, "0x70003F11");
self.skills["WellPlacedStrike"] = SkillSlot(self.bars["QuickBar6"], 1, 1, true, 40, "0x7000D43E");
self.skills["Confound"] = SkillSlot(self.bars["QuickBar6"], 2, 1, vars.classattr:GetStance() == 1, 46, "0x7000D441");
self.skills["Marbles"] = ItemSlot(self.bars["QuickBar6"], 3, 1, self.settings["Quickslots"].marbles["active"], self.settings["Quickslots"].marbles["type"], self.settings["Quickslots"].marbles["data"]);
self.skills["Caltrops"] = ItemSlot(self.bars["QuickBar6"], 4, 1, self.settings["Quickslots"].caltrops["active"], self.settings["Quickslots"].caltrops["type"], self.settings["Quickslots"].caltrops["data"]);
self.skills["StunDust"] = ItemSlot(self.bars["QuickBar6"], 5, 1, self.settings["Quickslots"].stundust["active"], self.settings["Quickslots"].stundust["type"], self.settings["Quickslots"].stundust["data"]);
self.skills["TouchAndGo"] = SkillSlot(self.bars["QuickBar7"], 1, 1, true, 6, "0x70003F13");
self.skills["CurePoison"] = SkillSlot(self.bars["QuickBar7"], 2, 1, true, { 26, 62 }, {"0x70003F17", "0x7001F4A4" });
self.skills["ReadyAndAble"] = SkillSlot(self.bars["QuickBar7"], 3, 1, true, 36, "0x70003F12");
self.skills["KnivesOut"] = SkillSlot(self.bars["QuickBar7"], 4, 1, true, 42, "0x7000D444");
self.skills["Burgle"] = SkillSlot(self.bars["QuickBar8"], 4, 1, true, 14, "0x70003F16");
self.skills["ContactPedlar"] = SkillSlot(self.bars["QuickBar8"], 5, 1, false, 26, "0x7000D442");
self.skills["TrackTreasure"] = SkillSlot(self.bars["QuickBar8"], 6, 1, true, 20, "0x70003F15");
-- Set Combat States
self.skills["Mischief"]:SetCombat(false, true);
self.skills["Sneak"]:SetCombat(false, true);
self.skills["ShareTheFun"]:SetCombat(false, true);
self.skills["ContactPedlar"]:SetCombat(false, true);
self.skills["Burgle"]:SetCombat(false, true);
self.skills["Trip"]:SetCombat(false, true);
self.skills["Diversion"]:SetCombat(false, true);
self.skills["LIE"]:SetCombat(false, true);
self.bars["CritTier2"]:SetZOrder(-10);
-- Stance Event
AddCallback(vars.classattr, "StanceChanged", function(sender, args)
KragenBars:StanceChange();
end);
-- Initial Checks (Setting up inital states for combat states and stances and such)
self:InitBars();
self:CombatChange(vars.player:IsInCombat());
end
function BurglarBars:AddEffect( effectIndex )
local effect = vars.player:GetEffects():Get( effectIndex );
-- Crit Response
if (effect:GetName() == self.effectlist["CriticalResponse"]) then
self.bars["CritTier1"]:SetState( true, effect:GetID());
self.skills["BurglarsAdvantage"]:SetActive(true);
-- Double Edged
elseif (effect:GetName() == self.effectlist["DoubleEdged"]) then
self.bars["CritTier3"]:SetState( true, effect:GetID());
self.bars["CritTier2"]:SetZOrder(-10);
self.skills["DoubleEdgedStrike"]:SetActive(false);
self.skills["ExposedThroat"]:SetActive(self.settings["Features"].exposedthroat);
self.skills["FlashingBlades"]:SetActive(self.settings["Features"].flashingblades);
self.skills["LuckyStrike"]:SetActive(true);
self.skills["FeintAttack"]:SetActive(vars.classattr:GetStance() == 0);
self.skills["SmallSnag"]:SetActive(true);
-- Stunned, Dazed, Knocked Down
elseif (effect:GetName() == self.effectlist["Stunned"] or effect:GetName() == self.effectlist["Dazed"] or effect:GetName() == self.effectlist["KnockedDown"] or effect:GetName() == self.effectlist["KnockedOut"]) then
self.skills["FindFooting"]:SetState( true, true, effect:GetID());
-- Fellowship Manoeuvre Response
elseif (effect:GetName() == self.effectlist["FMResponse"]) then
self.bars["FMReactives"]:SetState( true, effect:GetID());
self.skills["EscapeClause"]:SetActive(true);
self.skills["SeizeInitiative"]:SetActive(true);
-- Improved Feint Attack
elseif (effect:GetName() == self.effectlist["ImprovedFeint"]) then
self.skills["LIE"]:SetState( true, true, effect:GetID());
self.skills["LIE"]:SetCombat(true, true);
self.skills["Trip"]:SetCombat(true, true);
self.skills["Diversion"]:SetCombat(true, true);
elseif (effect:GetName() == self.effectlist["Campsite"]) then
self.skills["ContactPedlar"]:SetState( true, true, effect:GetID());
-- Fear
elseif (effect:GetCategory() == Turbine.Gameplay.EffectCategory.Poison ) then
self.poison = self.poison + 1;
if (self.settings["Features"].poisonindicator) then
self.skills["CurePoison"]:SetColor("green");
end
end
end
function BurglarBars:RemoveEffect( effect )
-- Crit Response
if (effect:GetName() == self.effectlist["CriticalResponse"]) then
self.bars["CritTier1"]:SetState( false, effect:GetID());
if (not self.bars["CritTier1"].state) then
self.skills["BurglarsAdvantage"]:SetActive(false);
self.skills["DoubleEdgedStrike"]:SetActive(true);
self.skills["DoubleEdgedStrike"]:StartTimer(5, false);
if (vars.playerlevel > 24) then
self.bars["CritTier2"]:SetZOrder(0);
end
end
-- Double Edged
elseif (effect:GetName() == self.effectlist["DoubleEdged"]) then
self.bars["CritTier3"]:SetState( false, effect:GetID());
if (not self.bars["CritTier3"].state) then
self.skills["ExposedThroat"]:SetActive(false);
self.skills["FlashingBlades"]:SetActive(false);
self.skills["LuckyStrike"]:SetActive(false);
self.skills["FeintAttack"]:SetActive(false);
self.skills["SmallSnag"]:SetActive(false);
end
-- Stunned, Dazed or Knocked Down
elseif ((effect:GetName() == self.effectlist["Stunned"] or effect:GetName() == self.effectlist["Dazed"] or effect:GetName() == self.effectlist["KnockedDown"] or effect:GetName() == self.effectlist["KnockedOut"])) then
self.skills["FindFooting"]:SetState( false, false, effect:GetID());
-- Fellowship Manoeuvre Response
elseif (effect:GetName() == self.effectlist["FMResponse"]) then
self.bars["FMReactives"]:SetState( false, effect:GetID());
if (not self.bars["FMReactives"].state) then
self.skills["EscapeClause"]:SetActive(false);
self.skills["SeizeInitiative"]:SetActive(false);
end
-- Improved Feint Attack
elseif (effect:GetName() == self.effectlist["ImprovedFeint"]) then
self.skills["LIE"]:SetState( false, true, effect:GetID());
if (not self.skills["LIE"].state) then
self.skills["LIE"]:SetCombat(false, true);
self.skills["Diversion"]:SetCombat(false, true);
self.skills["Trip"]:SetCombat(false, true);
end
elseif (effect:GetName() == self.effectlist["Campsite"]) then
self.skills["ContactPedlar"]:SetState( false, false, effect:GetID());
-- Poison
elseif (effect:GetCategory() == Turbine.Gameplay.EffectCategory.Poison ) then
self.poison = self.poison - 1;
if (self.poison == 0) then
self.skills["CurePoison"]:SetColor();
end
end
end
function BurglarBars:StanceChange()
if(vars.classattr:GetStance() == 1) then
self.mischiefflag = self.mischiefflag + 1;
self.skills["Mischief"]:SetHover( true );
self.skills["Sneak"]:SetActive( false );
self.skills["ShareTheFun"]:SetActive( false );
self.skills["Confound"]:SetActive( true );
self.skills["CleverRetort"]:SetActive( true );
self.skills["FeintAttack"]:SetActive( false );
self.skills["LIE"]:SetActive( false );
self.skills["Diversion"]:SetActive( false );
self.skills["Burgle"]:SetActive( false );
self.skills["Trip"]:SetActive( false );
else
if (self.mischiefflag == 2) then
self.skills["Mischief"]:SetHover( false );
self.skills["Sneak"]:SetActive( true );
self.skills["ShareTheFun"]:SetActive( true );
self.skills["Confound"]:SetActive( false );
self.skills["CleverRetort"]:SetActive( self.settings["Features"].honedwit );
self.skills["FeintAttack"]:SetActive( self.bars["CritTier3"].state );
self.skills["LIE"]:SetActive( true );
self.skills["Diversion"]:SetActive( true );
self.skills["Burgle"]:SetActive( true );
self.skills["Trip"]:SetActive( true );
self.mischiefflag = 0;
end
end
end
function BurglarBars:CritChange(tier, state)
if (tier == 2) then
self.bars["CritTier1"]:SetVisible( not state and vars.classattr:IsCriticalTier1Available() );
self.bars["CritTier2"]:SetVisible( state );
elseif (tier == 3) then
self.bars["CritTier3"]:SetVisible( state );
end
end
function BurglarBars:DefaultSettings()
self.settings = { };
self.settings["Crit"] = { active = true, x=0, y=0, rotate=0 };
self.settings["FMReactives"] = { active = true, x=0, y=0, rotate=0 };
self.settings["Stance"] = { active = true, x=0, y=0, rotate=0 };
self.settings["Stunned"] = { active = true, x=0, y=0, rotate=0 };
self.settings["QuickBar1"] = { active = true, x=0, y=0, rotate=0 };
self.settings["QuickBar2"] = { active = true, x=0, y=0, rotate=0 };
self.settings["QuickBar3"] = { active = true, x=0, y=0, rotate=0 };
self.settings["QuickBar4"] = { active = true, x=0, y=0, rotate=0 };
self.settings["QuickBar5"] = { active = true, x=0, y=0, rotate=0 };
self.settings["QuickBar6"] = { active = true, x=0, y=0, rotate=0 };
self.settings["QuickBar7"] = { active = true, x=0, y=0, rotate=0 };
self.settings["QuickBar8"] = { active = true, x=0, y=0, rotate=0 };
self.settings["Features"] = { };
self.settings["Features"].exposedthroat = false;
self.settings["Features"].flashingblades = false;
self.settings["Features"].honedwit = false;
self.settings["Features"].poisonindicator = true;
self.settings["Quickslots"] = { };
self.settings["Quickslots"].marbles = {active = false, type = 0, data = ""};
self.settings["Quickslots"].caltrops = {active = false, type = 0, data = ""};
self.settings["Quickslots"].stundust = {active = false, type = 0, data = ""};
end
function BurglarBars:UpdateSettings()
settings.vers = vars.vers;
end
function BurglarBars: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("Crit Response");
self.setupbb.checkboxbb1:SetChecked (self.settings["Crit"].active);
self.setupbb.checkboxbb1:SetVisible(true);
self.setupbb.checkboxbb2:SetText("FM Reactives");
self.setupbb.checkboxbb2:SetChecked (self.settings["FMReactives"].active);
self.setupbb.checkboxbb2:SetVisible(true);
self.setupbb.checkboxbb3:SetText("Stun Response");
self.setupbb.checkboxbb3:SetChecked (self.settings["Stunned"].active);
self.setupbb.checkboxbb3:SetVisible(true);
self.setupbb.checkboxbb4:SetText("Mischief/Stealth");
self.setupbb.checkboxbb4:SetChecked (self.settings["Stance"].active);
self.setupbb.checkboxbb4:SetVisible(true);
self.setupbb.checkboxbb5:SetText("Bar1");
self.setupbb.checkboxbb5:SetChecked (self.settings["QuickBar1"].active);
self.setupbb.checkboxbb5:SetVisible(true);
self.setupbb.checkboxbb6:SetText("Bar2");
self.setupbb.checkboxbb6:SetChecked (self.settings["QuickBar2"].active);
self.setupbb.checkboxbb6:SetVisible(true);
self.setupbb.checkboxbb7:SetText("Bar3");
self.setupbb.checkboxbb7:SetChecked (self.settings["QuickBar3"].active);
self.setupbb.checkboxbb7:SetVisible(true);
self.setupbb.checkboxbb8:SetText("Bar4");
self.setupbb.checkboxbb8:SetChecked (self.settings["QuickBar4"].active);
self.setupbb.checkboxbb8:SetVisible(true);
self.setupbb.checkboxbb9:SetText("Bar5");
self.setupbb.checkboxbb9:SetChecked (self.settings["QuickBar5"].active);
self.setupbb.checkboxbb9:SetVisible(true);
self.setupbb.checkboxbb10:SetText("Bar6");
self.setupbb.checkboxbb10:SetChecked (self.settings["QuickBar6"].active);
self.setupbb.checkboxbb10:SetVisible(true);
self.setupbb.checkboxbb11:SetText("Bar7");
self.setupbb.checkboxbb11:SetChecked (self.settings["QuickBar7"].active);
self.setupbb.checkboxbb11:SetVisible(true);
self.setupbb.checkboxbb12:SetText("Bar8");
self.setupbb.checkboxbb12:SetChecked (self.settings["QuickBar8"].active);
self.setupbb.checkboxbb12:SetVisible(true);
self.setupf.checkboxf1:SetText("Exposed Throat");
self.setupf.checkboxf1:SetChecked (self.settings["Features"].exposedthroat);
self.setupf.checkboxf1:SetVisible(true);
self.setupf.checkboxf2:SetText("Flashing Blades");
self.setupf.checkboxf2:SetChecked (self.settings["Features"].flashingblades);
self.setupf.checkboxf2:SetVisible(true);
self.setupf.checkboxf3:SetText("Honed Wit");
self.setupf.checkboxf3:SetChecked (self.settings["Features"].honedwit);
self.setupf.checkboxf3:SetVisible(true);
self.setupf.checkboxf10:SetText("Poison Indicator");
self.setupf.checkboxf10:SetChecked (self.settings["Features"].poisonindicator);
self.setupf.checkboxf10:SetVisible(true);
self.setupqs.quickslot1:SetVisible(true);
pcall(function() self.setupqs.quickslot1:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].marbles["type"], self.settings["Quickslots"].marbles["data"] ) ); end);
self.setupqs.quickslot1cb:SetText("Marbles");
self.setupqs.quickslot1cb:SetChecked(self.settings["Quickslots"].marbles["active"]);
self.setupqs.quickslot1cb:SetVisible(true);
self.setupqs.quickslot2:SetVisible(true);
pcall(function() self.setupqs.quickslot2:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].caltrops["type"], self.settings["Quickslots"].caltrops["data"] ) ); end);
self.setupqs.quickslot2cb:SetText("Caltrops");
self.setupqs.quickslot2cb:SetChecked(self.settings["Quickslots"].caltrops["active"]);
self.setupqs.quickslot2cb:SetVisible(true);
self.setupqs.quickslot3:SetVisible(true);
pcall(function() self.setupqs.quickslot3:SetShortcut(Turbine.UI.Lotro.Shortcut( self.settings["Quickslots"].stundust["type"], self.settings["Quickslots"].stundust["data"] ) ); end);
self.setupqs.quickslot3cb:SetText("Stun Dust");
self.setupqs.quickslot3cb:SetChecked(self.settings["Quickslots"].stundust["active"]);
self.setupqs.quickslot3cb:SetVisible(true);
end
function BurglarBars:SetupClosing()
settings.opacity = self.setupbb.opacityslider:GetValue() / 100;
settings.lockslots = self.setupbb.checkboxlock:IsChecked();
settings.snaptogrid = self.setupbb.checkboxgrid:IsChecked();
self.settings["Crit"].active = self.setupbb.checkboxbb1:IsChecked();
self.settings["FMReactives"].active = self.setupbb.checkboxbb2:IsChecked();
self.settings["Stunned"].active = self.setupbb.checkboxbb3:IsChecked();
self.settings["Stance"].active = self.setupbb.checkboxbb4:IsChecked();
self.settings["QuickBar1"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["QuickBar2"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["QuickBar3"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["QuickBar4"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["QuickBar5"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["QuickBar6"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["QuickBar7"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["QuickBar8"].active = self.setupbb.checkboxbb5:IsChecked();
self.settings["Features"].exposedthroat = self.setupf.checkboxf1:IsChecked();
self.settings["Features"].flashingblades = self.setupf.checkboxf2:IsChecked();
self.settings["Features"].honedwit = self.setupf.checkboxf3:IsChecked();
self.settings["Features"].poisonindicator = self.setupf.checkboxf10:IsChecked();
self.settings["Quickslots"].marbles = { active = self.setupqs.quickslot1cb:IsChecked(), type = self.setupqs.quickslot1:GetShortcut():GetType(), data = self.setupqs.quickslot1:GetShortcut():GetData() };
self.settings["Quickslots"].caltrops = { active = self.setupqs.quickslot2cb:IsChecked(), type = self.setupqs.quickslot2:GetShortcut():GetType(), data = self.setupqs.quickslot2:GetShortcut():GetData() };
self.settings["Quickslots"].stundust = { active = self.setupqs.quickslot3cb:IsChecked(), type = self.setupqs.quickslot3:GetShortcut():GetType(), data = self.setupqs.quickslot3:GetShortcut():GetData() };
self:SaveSettings();
self:Refresh();
end
function BurglarBars:Refresh()
self:RefreshBars();
self.skills["ExposedThroat"]:SetActive(self.bars["CritTier3"].state and self.settings["Features"].exposedthroat);
self.skills["FlashingBlades"]:SetActive(self.bars["CritTier3"].state and self.settings["Features"].flashingblades);
self.skills["CleverRetort"]:SetActive(self.settings["Features"].honedwit or vars.classattr:GetStance() == 1);
self.skills["Marbles"]:SetQuickslot(self.settings["Quickslots"].marbles["active"], self.settings["Quickslots"].marbles["type"], self.settings["Quickslots"].marbles["data"]);
self.skills["Caltrops"]:SetQuickslot(self.settings["Quickslots"].caltrops["active"], self.settings["Quickslots"].caltrops["type"], self.settings["Quickslots"].caltrops["data"]);
self.skills["StunDust"]:SetQuickslot(self.settings["Quickslots"].stundust["active"], self.settings["Quickslots"].stundust["type"], self.settings["Quickslots"].stundust["data"]);
if (self.settings["Features"].poisonindicator and self.poison > 0) then
self.skills["CurePoison"]:SetColor("green");
else
self.skills["CurePoison"]:SetColor();
end
self:CombatChange(vars.player:IsInCombat());
Turbine.Shell.WriteLine("KragenBars: Burglar Bars refresh completed successfully.");
end