233acdbaaa
Updated totemdata.lua to ignore spellname "Totemic Recall" when building the totems.
828 lines
26 KiB
Lua
828 lines
26 KiB
Lua
--[[
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CALL OF ELEMENTS
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The All-In-One Shaman Addon
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by Wyverex (2006)
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Totem Module Data
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]]
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--[[ ----------------------------------------------------------------
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COE.TotemData contains a list of totem classes that are
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returned by COE:CreateTotem
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For every available totem the player has, one object is
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added to this list
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-------------------------------------------------------------------]]
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COE["TotemData"] = {};
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COE["TotemCount"] = 0;
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--[[ ----------------------------------------------------------------
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COE.MaxTotems stores the maximum number of totems per element
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This is taken right from the current game content
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-------------------------------------------------------------------]]
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COE["MaxTotems"] = { Earth = 5, Fire = 5, Water = 7, Air = 7 };
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--[[ ----------------------------------------------------------------
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COE.TotemsAvailable contains the number of totems available
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of each element
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-------------------------------------------------------------------]]
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COE["TotemsAvailable"] = {};
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COE.TotemsAvailable["Earth"] = 0;
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COE.TotemsAvailable["Fire"] = 0;
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COE.TotemsAvailable["Water"] = 0;
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COE.TotemsAvailable["Air"] = 0;
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--[[ ----------------------------------------------------------------
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COE.ActiveTotems contains a pointer to the active totem of
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each element
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COE.TotemPending contains a pointer to the last totem spell
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that was initiated but not yet completed. This lets COE check
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whether something went wrong while casting (sitting etc.) by
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activating the timer first when SPELLCAST_STOP is fired
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After the timeout a pending totem timer is automatically removed
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to prevent actions that trigger SPELLCAST_STOP and are not
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hooked from activating the timer accidentally
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-------------------------------------------------------------------]]
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COE["ActiveTotems"] = { Earth = nil, Fire = nil, Water = nil, Air = nil };
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COE["TotemPending"] = { Totem = nil, UseRank = 0, Timeout = 0.75 };
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--[[ ----------------------------------------------------------------
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COE.CleansingTotems stores pointers to the buttons and totems
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that are able to cleanse poisons, diseases and sleep, charm
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or fear effects
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-------------------------------------------------------------------]]
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COE["CleansingTotems"] = {
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Poison = { Totem = nil, Button = nil, Warn = false },
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Disease = { Totem = nil, Button = nil, Warn = false },
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Tremor = { Totem = nil, Button = nil, Warn = false } };
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--[[ ----------------------------------------------------------------
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COE.TotemSets contains the totem pointers for each set and
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element
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-------------------------------------------------------------------]]
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COE["TotemSetCount"] = 0;
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COE["TotemSets"] = { }
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--[[ ----------------------------------------------------------------
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COE.SetCycle stores which totem of the active set have
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already been thrown
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-------------------------------------------------------------------]]
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COE["SetCycle"] = { Earth = false, Fire = false, Water = false, Air = false };
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--[[ ----------------------------------------------------------------
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COE.NoTotem is a placeholder for an empty anchor button
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-------------------------------------------------------------------]]
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COE["NoTotem"] = { SpellName = "", Element = "", Texture = "Interface\\Icons\\INV_Misc_Idol_03.blp",
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ToolPresent = false, Ranks = { SpellID = 0, Mana = 0, Duration = 0, Health = 0, Cooldown = 0 },
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MaxRank = 1, isActive = false, CurDuration = 0, CurHealth = 0, CurCooldown = 0 };
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--[[ ----------------------------------------------------------------
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METHOD: COE:CreateTotem
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PURPOSE: Returns the totem class for a new totem
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-------------------------------------------------------------------]]
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function COE:CreateTotem()
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return { SpellName = "", Element = "", Texture = "",
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ToolPresent = false, Ranks = {}, MaxRank = 0, isActive = false,
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CurDuration = 0, CurHealth = 0, CurCooldown = 0,
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isTrinket = false, TrinketSlot = nil };
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end
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--[[ ----------------------------------------------------------------
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METHOD: COE:CreateTotemRank
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PURPOSE: Returns the class for a new totem rank
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-------------------------------------------------------------------]]
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function COE:CreateTotemRank()
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return { SpellID = 0, Mana = 0, Duration = 0, Health = 0, Cooldown = 0 };
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end
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--[[ ----------------------------------------------------------------
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METHOD: COE:ElementFromTool
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PURPOSE: Returns the element corresponding to a totem tool.
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This is needed for the french version to work. In the
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english and german versions it just returns the input
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-------------------------------------------------------------------]]
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function COE:ElementFromTool( element )
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if element == COESTR_TOTEMTOOLS_EARTH then
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return COESTR_ELEMENT_EARTH;
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elseif element == COESTR_TOTEMTOOLS_FIRE then
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return COESTR_ELEMENT_FIRE;
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elseif element == COESTR_TOTEMTOOLS_WATER then
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return COESTR_ELEMENT_WATER;
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elseif element == COESTR_TOTEMTOOLS_AIR then
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return COESTR_ELEMENT_AIR;
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end
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end
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--[[ ----------------------------------------------------------------
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METHOD: COE:LocalizedElement
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PURPOSE: Translates a localized element name into english
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-------------------------------------------------------------------]]
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function COE:LocalizedElement( element )
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if( element == COESTR_ELEMENT_EARTH ) then
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return "Earth";
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elseif( element == COESTR_ELEMENT_FIRE ) then
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return "Fire";
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elseif( element == COESTR_ELEMENT_WATER ) then
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return "Water";
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elseif( element == COESTR_ELEMENT_AIR ) then
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return "Air";
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end
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end
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--[[ ----------------------------------------------------------------
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METHOD: COE:ScanTotems
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PURPOSE: Scans the spellbook for available totems and
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populates the COE.TotemData list
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-------------------------------------------------------------------]]
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function COE:ScanTotems()
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COE:DebugMessage( "Scanning Totems..." );
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-- delete existing totem objects
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-- ------------------------------
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COE.TotemData = {};
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COE.TotemCount = 0;
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COE.TotemsAvailable.Earth = 0;
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COE.TotemsAvailable.Fire = 0;
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COE.TotemsAvailable.Water = 0;
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COE.TotemsAvailable.Air = 0;
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-- iterate over all spells in the spellbook
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-- -----------------------------------------
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local i, k = 1;
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while true do
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local SpellName, SpellRank = GetSpellName( i, BOOKTYPE_SPELL );
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if not SpellName or SpellName == "Totemic Recall" then
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do break end;
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end
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-- is this a totem?
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-- -----------------
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if( string.find( SpellName, COESTR_SCANTOTEMS ) ~= nil ) then
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local newtotem = true;
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local totem = nil;
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-- get the rank value
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-- -------------------
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local _,_,rank = string.find( SpellRank, COESTR_TOTEMRANK );
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if( not rank ) then
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rank = 1;
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else
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rank = tonumber( rank );
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end
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-- =======================================================================
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-- check if totem already exists with another rank in the list
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-- =======================================================================
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for k = 1, COE.TotemCount do
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if( SpellName == COE.TotemData[k].SpellName ) then
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-- use existing totem object
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-- --------------------------
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totem = COE.TotemData[k];
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newtotem = false;
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break;
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end
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end
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COETotemTT:SetSpell( i, BOOKTYPE_SPELL );
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-- =======================================================================
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-- create new totem object if not found
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-- =======================================================================
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if( not totem ) then
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totem = COE:CreateTotem();
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-- set totem spell name
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-- ---------------------
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totem.SpellName = SpellName;
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-- get totem school from tooltip
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-- ------------------------------
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local text = COETotemTTTextLeft4;
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if( text and text:GetText() ) then
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local _,_, element = string.find( text:GetText(), COESTR_TOTEMTOOLS );
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if( element ) then
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-- if element starts with a |, the player does
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-- not possess the needed totem for this spell
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-- extract the color code before using the element
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-- ------------------------------------------------
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if( string.sub( element, 1, 1 ) == "|" ) then
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element = string.sub( element, 11 );
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end
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-- get element from tool
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-- ----------------------
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element = COE:ElementFromTool( element );
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-- translate element to english
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-- -----------------------------
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element = COE:LocalizedElement( element );
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-- valid element?
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-- ---------------
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if( COE.TotemsAvailable[element] ~= nil ) then
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totem.Element = element;
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COE.TotemsAvailable[element] = COE.TotemsAvailable[element] + 1;
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else
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COE:Message( COESTR_INVALIDELEMENT .. SpellName );
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end
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end
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end
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-- get totem texture
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-- ------------------
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totem.Texture = GetSpellTexture( i, BOOKTYPE_SPELL );
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-- get tool presence
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-- ------------------
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totem.ToolPresent = COE:IsToolPresent( i );
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end
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-- =======================================================================
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-- create new totem rank
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-- =======================================================================
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local totemrank = COE:CreateTotemRank();
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-- set totem spell id
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-- -------------------
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totemrank.SpellID = i;
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-- get totem mana cost from tooltip
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-- ---------------------------------
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text = COETotemTTTextLeft2;
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if( text and text:GetText() ) then
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local _,_, mana = string.find( text:GetText(), COESTR_TOTEMMANA );
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if( mana ) then
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totemrank.Mana = tonumber( mana );
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end
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end
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-- get totem duration and health
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-- ------------------------------
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totemrank.Duration, totemrank.Health, totemrank.Cooldown = COE:GetTotemDurationAndHealth( i );
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-- store rank in totem
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-- --------------------
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totem.Ranks[rank] = totemrank;
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if( rank > totem.MaxRank ) then
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totem.MaxRank = rank;
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end
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-- is this a new totem?
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-- ---------------------
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if( newtotem ) then
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-- store totem
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-- ------------
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COE.TotemCount = COE.TotemCount + 1;
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COE.TotemData[COE.TotemCount] = totem;
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-- check if it's a cleansing totem
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-- --------------------------------
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if( SpellName == COESTR_TOTEMPOISON ) then
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COE.CleansingTotems.Poison.Totem = totem;
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elseif( SpellName == COESTR_TOTEMDISEASE ) then
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COE.CleansingTotems.Disease.Totem = totem;
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elseif( SpellName == COESTR_TOTEMTREMOR ) then
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COE.CleansingTotems.Tremor.Totem = totem;
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end
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COE:DebugMessage( "Found totem: " .. SpellName );
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end
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-- =======================================================================
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-- check visibility options
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-- =======================================================================
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if( COE_DisplayedTotems[SpellName] == nil ) then
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-- perhaps a new totem. set it to default visible
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-- and reorder it when the element count is known
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-- -----------------------------------------------
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COE_DisplayedTotems[SpellName] = { Order = 0, Element = totem.Element, Visible = true };
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else
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-- update old saved variables versions by adding the element
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-- ----------------------------------------------------------
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COE_DisplayedTotems[SpellName]["Element"] = totem.Element;
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end
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end
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i = i + 1;
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end
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-- ====================================
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-- Trinket support
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-- ====================================
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-- create the trinket totem even if the player doesn't have it.
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-- this makes handling it much simpler and the player can choose
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-- to make it invisible anyway
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-- the player needs to have at least one water totem though
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-- --------------------------------------------------------------
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if( COE.TotemsAvailable.Water > 0 ) then
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local trinket = COE:CreateTotem();
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trinket.SpellName = "Trinket";
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trinket.Element = "Water";
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trinket.Texture = "Interface\\Icons\\INV_Wand_01";
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trinket.isTrinket = true;
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trinket.ToolPresent, trinket.TrinketSlot = COE:IsTrinketPresent();
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trinket.Ranks[0] = COE:CreateTotemRank();
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trinket.Ranks[0].Duration = 24;
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trinket.Ranks[0].Health = 5;
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trinket.Ranks[0].Cooldown = 180;
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-- store totem
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-- ------------
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COE.TotemsAvailable.Water = COE.TotemsAvailable.Water + 1;
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COE.TotemCount = COE.TotemCount + 1;
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COE.TotemData[COE.TotemCount] = trinket;
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if( COE_DisplayedTotems[trinket.SpellName] == nil ) then
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-- perhaps a new totem. set it to default visible
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-- and reorder it when the element count is known
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-- -----------------------------------------------
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COE_DisplayedTotems[trinket.SpellName] = { Order = 0, Visible = true };
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end
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end
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-- ===================================
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-- Finish
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-- ===================================
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COE:DebugMessage( "Found " .. COE.TotemCount .. " totems in spellbook" ..
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"(" .. COE.TotemsAvailable.Earth .. " Earth, " ..
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COE.TotemsAvailable.Fire .. " Fire, " .. COE.TotemsAvailable.Water .. " Water, " ..
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COE.TotemsAvailable.Air .. " Air)" );
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-- reorder new totems
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-- -------------------
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COE:ReorderNewTotems();
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end
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--[[ ----------------------------------------------------------------
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METHOD: COE:GetTotemDurationAndHealth
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PURPOSE: Extracts the duration of the totem out of the tooltip
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When there is more than one time specification present,
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the one with the longer duration is used since this is the
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totem duration then
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Also the health and the cooldown of the totem are returned
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-------------------------------------------------------------------]]
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function COE:GetTotemDurationAndHealth( spellid )
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COETotemTTTextRight3:SetText( nil );
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COETotemTT:SetSpell( spellid, BOOKTYPE_SPELL );
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text = COETotemTTTextLeft5:GetText();
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if( not text ) then
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COE:DebugMessage( "nil text with id: " .. spellid );
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return 0, 0;
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end
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local duration = 0;
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local health = 0;
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local cooldown = 0;
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-- ===============================================================
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-- Duration
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-- ===============================================================
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-- first search for a minute specification
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-- if we find one it is surely the totem duration
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-- -----------------------------------------------
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local _,_,minutetext = string.find( text, COESTR_MINUTEDURATION );
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if( minutetext ) then
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-- calculate the duration in seconds
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-- ----------------------------------
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local min = tonumber( string.sub( minutetext, 1, 1 ) );
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local sec = tonumber( string.sub( minutetext, 3, 4 ) ) / 100 * 60;
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duration = min * 60 + sec;
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else
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_,_,minutetext = string.find( text, COESTR_MINUTEDURATION_INT );
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if( minutetext ) then
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duration = tonumber( minutetext ) * 60;
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else
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-- now test for a duration in seconds
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-- -----------------------------------
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local _,b,sectext1 = string.find( text, COESTR_SECDURATION );
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if( sectext1 ) then
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-- look if there are two second specifications
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-- if so, take the greate one
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-- --------------------------------------------
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local _,_,sectext2 = string.find( string.sub( text, b ), COESTR_SECDURATION );
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if( sectext2 ) then
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duration = math.max( tonumber( sectext1 ), tonumber( sectext2 ) );
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else
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duration = tonumber( sectext1 );
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end
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end
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end
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end
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-- ===============================================================
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-- Health
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-- ===============================================================
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for num, regex in COESTR_TOTEMHEALTH do
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local match = { string.gfind( text, regex )() };
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if ( table.getn(match) >= 1 ) then
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health = tonumber( match[1] );
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break;
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end
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end
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-- ===============================================================
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-- Cooldown
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-- ===============================================================
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text = COETotemTTTextRight3:GetText();
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if( not text ) then
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cooldown = 0;
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else
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_,_,cooldown = string.find( text, COESTR_SECDURATION );
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if( cooldown ) then
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cooldown = tonumber( cooldown );
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else
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_,_,cooldown = string.find( text, COESTR_MINUTEDURATION_INT );
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if( cooldown ) then
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cooldown = tonumber( cooldown ) * 60;
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else
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cooldown = 0;
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end
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end
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end
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return duration, health, cooldown;
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end
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--[[ ----------------------------------------------------------------
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METHOD: COE:IsToolPresent
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PURPOSE: Checks if the player has the totem of the specified
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element in his inventory
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This is done by testing the color of the "Tools:" section
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in the totem tooltip
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-------------------------------------------------------------------]]
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function COE:IsToolPresent( spellid )
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-- get totem tooltip
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-- ------------------
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COETotemTT:SetSpell( spellid, BOOKTYPE_SPELL );
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-- test for presence of the totem tool
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-- ------------------------------------
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local text = COETotemTTTextLeft4;
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if( text and text:GetText() ) then
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local _,_, element = string.find( text:GetText(), COESTR_TOTEMTOOLS );
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if( element ) then
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-- if element doesn't start with a |, the player
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-- possesses the needed totem for this spell
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-- ------------------------------------------------
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if( string.sub( element, 1, 1 ) ~= "|" ) then
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return true;
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end
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end
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end
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return false;
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end
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--[[ ----------------------------------------------------------------
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METHOD: COE:IsTrinketPresent
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PURPOSE: Checks if the player has the enamored water spirit
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trinket equipped and returns the trinket slot
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RETURNS: equipped, slot
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-------------------------------------------------------------------]]
|
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function COE:IsTrinketPresent()
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for i = 0, 1 do
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local slot = GetInventorySlotInfo( "Trinket" .. i .. "Slot" );
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local item = GetInventoryItemLink( "player", slot );
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if( item ) then
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local itemname = string.find( item, COESTR_TRINKET );
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if( itemname ) then
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-- trinket is equipped
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-- --------------------
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return true, slot;
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end
|
|
end
|
|
end
|
|
|
|
return false, nil;
|
|
|
|
end
|
|
|
|
|
|
--[[ ----------------------------------------------------------------
|
|
METHOD: COE:ReorderNewTotems
|
|
|
|
PURPOSE: Assigns each COE_DisplayedTotems entry with a zero
|
|
order a valid order depending on the number of available
|
|
totems in this element
|
|
-------------------------------------------------------------------]]
|
|
function COE:ReorderNewTotems()
|
|
|
|
local nextslot = { Earth = COE.TotemsAvailable.Earth, Fire = COE.TotemsAvailable.Fire,
|
|
Water = COE.TotemsAvailable.Water, Air = COE.TotemsAvailable.Air };
|
|
|
|
local used = { Earth = {}, Fire = {}, Water = {}, Air = {} };
|
|
local bError = false;
|
|
|
|
local k;
|
|
for k = 1, COE.TotemCount do
|
|
|
|
local totem = COE.TotemData[k];
|
|
if( COE_DisplayedTotems[totem.SpellName] ~= nil ) then
|
|
if( COE_DisplayedTotems[totem.SpellName].Order == 0 ) then
|
|
|
|
-- this totem has just been added
|
|
-- assign the currently free slot
|
|
-- -------------------------------
|
|
COE_DisplayedTotems[totem.SpellName].Order = nextslot[totem.Element];
|
|
nextslot[totem.Element] = nextslot[totem.Element] - 1;
|
|
end
|
|
|
|
-- register that this slot of the element is now in use
|
|
-- mark as error if already in use
|
|
-- -----------------------------------------------------
|
|
if( used[totem.Element][COE_DisplayedTotems[totem.SpellName].Order] == nil ) then
|
|
used[totem.Element][COE_DisplayedTotems[totem.SpellName].Order] = true;
|
|
else
|
|
bError = true;
|
|
end
|
|
end
|
|
end
|
|
|
|
-- are there multiple entries for one slot?
|
|
-- -----------------------------------------
|
|
if( bError ) then
|
|
-- there is something wrong with the saved variables
|
|
-- reset all ordering and reassign it
|
|
-- --------------------------------------------------
|
|
for k = 1, COE.TotemCount do
|
|
|
|
local totem = COE.TotemData[k];
|
|
if( COE_DisplayedTotems[totem.SpellName] ~= nil ) then
|
|
COE_DisplayedTotems[totem.SpellName].Order = 0;
|
|
end
|
|
end
|
|
|
|
COE:ReorderNewTotems();
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--[[ ----------------------------------------------------------------
|
|
METHOD: COE:InitTotemSets
|
|
|
|
PURPOSE: Fills the COE.TotemSets list with the totem objects
|
|
corresponding to the spell names saved in COEOPT_TOTEMSETS
|
|
-------------------------------------------------------------------]]
|
|
function COE:InitTotemSets()
|
|
|
|
local indices = { "Earth", "Fire", "Water", "Air" };
|
|
|
|
COE.TotemSets = {};
|
|
|
|
-- for each standard set
|
|
-- ----------------------
|
|
local set;
|
|
for set = 1, table.getn( COE_SavedTotemSets ) do
|
|
|
|
COE.TotemSets[set] = { Earth = nil, Fire = nil, Water = nil, Air = nil,
|
|
CastOrder = COE_SavedTotemSets[set].CastOrder };
|
|
|
|
-- for each element
|
|
-- -----------------
|
|
local k, totem;
|
|
for k = 1,4 do
|
|
|
|
if( COE_SavedTotemSets[set][indices[k]] ~= "" ) then
|
|
|
|
-- iterate over all totems
|
|
-- ------------------------
|
|
for totem in COE.TotemData do
|
|
|
|
if( COE.TotemData[totem].SpellName == COE_SavedTotemSets[set][indices[k]] ) then
|
|
COE.TotemSets[set][indices[k]] = COE.TotemData[totem];
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- for each custom set
|
|
-- --------------------
|
|
for set = 1, table.getn( COE_CustomTotemSets ) do
|
|
|
|
COE.TotemSets[COESET_DEFAULT + set] = { Earth = nil, Fire = nil, Water = nil, Air = nil,
|
|
CastOrder = COE_CustomTotemSets[set].CastOrder };
|
|
|
|
-- for each element
|
|
-- -----------------
|
|
local k, totem;
|
|
for k = 1,4 do
|
|
|
|
if( COE_CustomTotemSets[set][indices[k]] ~= "" ) then
|
|
|
|
-- iterate over all totems
|
|
-- ------------------------
|
|
for totem in COE.TotemData do
|
|
|
|
if( COE.TotemData[totem].SpellName == COE_CustomTotemSets[set][indices[k]] ) then
|
|
COE.TotemSets[COESET_DEFAULT + set][indices[k]] = COE.TotemData[totem];
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
COE.TotemSetCount = table.getn( COE.TotemSets );
|
|
|
|
end
|
|
|
|
|
|
--[[ =============================================================================================
|
|
|
|
F I X E S
|
|
|
|
================================================================================================]]
|
|
|
|
--[[ ----------------------------------------------------------------
|
|
METHOD: COE:Fix_CastOrderLocalization
|
|
|
|
PURPOSE: Correctly localizes the element names in the
|
|
cast order in COE_SavedTotemSets
|
|
-------------------------------------------------------------------]]
|
|
function COE:Fix_CastOrderLocalization()
|
|
|
|
-- for each standard set
|
|
-- ----------------------
|
|
local set, k;
|
|
for set = 1, table.getn( COE_SavedTotemSets ) do
|
|
|
|
for k = 1, 4 do
|
|
if( COE_SavedTotemSets[set].CastOrder[k] == "Earth" ) then
|
|
COE_SavedTotemSets[set].CastOrder[k] = COESTR_ELEMENT_EARTH;
|
|
|
|
elseif( COE_SavedTotemSets[set].CastOrder[k] == "Fire" ) then
|
|
COE_SavedTotemSets[set].CastOrder[k] = COESTR_ELEMENT_FIRE;
|
|
|
|
elseif( COE_SavedTotemSets[set].CastOrder[k] == "Water" ) then
|
|
COE_SavedTotemSets[set].CastOrder[k] = COESTR_ELEMENT_WATER;
|
|
|
|
elseif( COE_SavedTotemSets[set].CastOrder[k] == "Air" ) then
|
|
COE_SavedTotemSets[set].CastOrder[k] = COESTR_ELEMENT_AIR;
|
|
end
|
|
end
|
|
end
|
|
|
|
-- notify user
|
|
-- ------------
|
|
COE:Message( COESTR_FIXEDSETS );
|
|
|
|
end
|
|
|
|
|
|
--[[ ----------------------------------------------------------------
|
|
METHOD: COE:Fix_DisplayedTotems
|
|
|
|
PURPOSE: Fixes errors in the COE_DisplayedTotems array
|
|
-------------------------------------------------------------------]]
|
|
function COE:Fix_DisplayedTotems()
|
|
|
|
local i;
|
|
local fixed = false;
|
|
foreach( COE_DisplayedTotems, function( index, value )
|
|
|
|
-- is this an old-style entry?
|
|
-- ----------------------------
|
|
if( type( value ) == "boolean" ) then
|
|
COE_DisplayedTotems[index] = { Order = 0, Visible = value };
|
|
fixed = true;
|
|
|
|
elseif( type( value ) == "table" ) then
|
|
if( COE_DisplayedTotems[index].Visible == nil ) then
|
|
COE_DisplayedTotems[index].Visible = true;
|
|
fixed = true;
|
|
end
|
|
|
|
if( COE_DisplayedTotems[index].Order == nil ) then
|
|
COE_DisplayedTotems[index].Order = 0;
|
|
fixed = true;
|
|
end
|
|
|
|
else
|
|
COE_DisplayedTotems[index] = { Order = 0, Visible = value };
|
|
fixed = true;
|
|
end
|
|
|
|
end );
|
|
|
|
-- notify user
|
|
-- ------------
|
|
if( fixed ) then
|
|
COE:Message( COESTR_FIXEDDISPLAY );
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--[[ ----------------------------------------------------------------
|
|
METHOD: COE:Fix_CastOrderLocalization2
|
|
|
|
PURPOSE: Correctly localizes the element names in the
|
|
cast order in COE_SavedTotemSets
|
|
-------------------------------------------------------------------]]
|
|
function COE:Fix_CastOrderLocalization2()
|
|
|
|
-- for each standard set
|
|
-- ----------------------
|
|
local set, k;
|
|
for set = 1, table.getn( COE_SavedTotemSets ) do
|
|
|
|
for k = 1, 4 do
|
|
if( COE_SavedTotemSets[set].CastOrder[k] == COESTR_TOTEMTOOLS_EARTH ) then
|
|
COE_SavedTotemSets[set].CastOrder[k] = COESTR_ELEMENT_EARTH;
|
|
|
|
elseif( COE_SavedTotemSets[set].CastOrder[k] == COESTR_TOTEMTOOLS_FIRE ) then
|
|
COE_SavedTotemSets[set].CastOrder[k] = COESTR_ELEMENT_FIRE;
|
|
|
|
elseif( COE_SavedTotemSets[set].CastOrder[k] == COESTR_TOTEMTOOLS_WATER ) then
|
|
COE_SavedTotemSets[set].CastOrder[k] = COESTR_ELEMENT_WATER;
|
|
|
|
elseif( COE_SavedTotemSets[set].CastOrder[k] == COESTR_TOTEMTOOLS_AIR ) then
|
|
COE_SavedTotemSets[set].CastOrder[k] = COESTR_ELEMENT_AIR;
|
|
end
|
|
end
|
|
end
|
|
|
|
-- for each custom set
|
|
-- --------------------
|
|
for set = 1, table.getn( COE_CustomTotemSets ) do
|
|
|
|
for k = 1, 4 do
|
|
if( COE_CustomTotemSets[set].CastOrder[k] == COESTR_TOTEMTOOLS_EARTH ) then
|
|
COE_CustomTotemSets[set].CastOrder[k] = COESTR_ELEMENT_EARTH;
|
|
|
|
elseif( COE_CustomTotemSets[set].CastOrder[k] == COESTR_TOTEMTOOLS_FIRE ) then
|
|
COE_CustomTotemSets[set].CastOrder[k] = COESTR_ELEMENT_FIRE;
|
|
|
|
elseif( COE_CustomTotemSets[set].CastOrder[k] == COESTR_TOTEMTOOLS_WATER ) then
|
|
COE_CustomTotemSets[set].CastOrder[k] = COESTR_ELEMENT_WATER;
|
|
|
|
elseif( COE_CustomTotemSets[set].CastOrder[k] == COESTR_TOTEMTOOLS_AIR ) then
|
|
COE_CustomTotemSets[set].CastOrder[k] = COESTR_ELEMENT_AIR;
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|