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BUI_Events.lua
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846 lines (812 loc) · 35.6 KB
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local IgnoreAbility={
[50011]=true,--Dummy
[51487]=true,--Shehai Shockwave
[20546]=true,--Prioritize Hit
[69168]=true,--Purifying Light Heal FX
[20667]=true,--Heal Cast Test
[27278]=true,--Clensing Ritual Dummy
[52515]=true,--Grand Healing Fx
[20663]=true,--Range Cast Test
[41189]=true,--Combat Prayer
[31221]=true,--Skyshard Collect
[36010]=true,--Mount Up
[41467]=true,--Regeneration Dummy
[57466]=true,--Rapid Regeneration Dummy
[57468]=true,--Mutagen Dummy
[61898]=true,--Minor Savagery
[95806]=true,--Static Charge (Dark Anchor)
[87876]=true,--Betty Netch Restore Magicka
[37360]=true,--No Light Attacks
[74347]=true,--Lunar Bastion
[77154]=true,--Hist Dart
}
local BuffIcon={
[1]="|t16:16:esoui/art/icons/ability_ava_003_a.dds|t",
[2]="",
[3]="|t16:16:esoui/art/icons/ability_restorationstaff_002b.dds|t",
[4]="|t16:16:esoui/art/icons/ability_debuff_fear.dds|t",
[5]="",
[6]="",
[7]="|t16:16:esoui/art/icons/ability_nightblade_005_b.dds|t",
[8]="",
[9]=""
}
local messages={}
local GroupBuffsLoopActive,CallBackVanityPet
local Enchants={
[28919]=true,[28921]=true,--Life Drain
[46743]=true,[46744]=true,--Absorb Magicka
[46746]=true,[46747]=true,--Absorb Stamina
[46749]=true,--Damage Health
[17895]=true,--Fiery Weapon
[17904]=true,--Befouled Weapon
[17897]=true,--Frozen Weapon
[17902]=true,--Poisoned Weapon
[40337]=true,--Prismatic Weapon
[17899]=true,--Charged Weapon
}
local LastWipe,LastPowerValue=0,0
local ResultDamage={[ACTION_RESULT_DAMAGE]=true,[ACTION_RESULT_CRITICAL_DAMAGE]=true,[ACTION_RESULT_BLOCKED_DAMAGE]=true,[ACTION_RESULT_DOT_TICK]=true,[ACTION_RESULT_DOT_TICK_CRITICAL]=true,[ACTION_RESULT_DAMAGE_SHIELDED]=true}
local TrialLobby={u30_rg=true,sunspirehall001_base=true,cloudresttrial_base=true,hofabriccaves_base=true,maw_of=true,mawlorkajsevenriddles_base=true,arenaslobbyexterior_base=true,trl_so=true,helracitadelentry_base=true,aetherianarchivebottom_base=true,gladiatorsassembly_base=true,blackroseprison01_base=true,kynesaegismap001_0=true,vateshransrites01_0=true,dsr_beach=true,sanitysedgesection0_map=true}
local TrialZones,TrialNames={
636, --Hel Ra Citadel
638, --Aetheran Archive
639, --Sanctum Ophidia
635, --Dragonstar Arena
725, --Maw of Lorkhaj
677, --Maelstrom Arena
975, --Halls of Fabrication
1000, --Asylum Sanctorium
1051, --Cloudrest
1082, --Blackrose Prison
1121, --Sunspire
1196, --Kyne's Aegis
1227, --Vateshran Hollows
1263, --Rockgrove
1344, --DSR
1427, --Sanitys Edge
},{}
for _,id in pairs(TrialZones) do TrialNames[GetZoneNameById(id)]=id end
--USER INTERFACE
local function OnScreenResize()
BUI.UI.TopLevelWindow("BanditsUI", GuiRoot, {GuiRoot:GetWidth(),GuiRoot:GetHeight()}, {CENTER,CENTER,0,0}, false)
end
--TARGET EVENTS
local function OnTargetChanged()
--Hide default frame
if BUI.init.Frames and not BUI.Vars.DefaultTargetFrame then ZO_TargetUnitFramereticleover:SetHidden(true) end
--Update valid targets
local isTarget=(DoesUnitExist('reticleover') and not BUI:IsCritter('reticleover') and not BUI.move)
BUI.Target:Update(isTarget)
end
local function OnBossesChanged(eventCode)
-- if BUI.Vars.DeveloperMode and BUI.BossFight then d(BUI.TimeStamp().."|cEE2222Boss event|r") end
BUI.Frames.Bosses_Init()
end
--ATTRIBUTE EVENTS
local function OnPowerUpdate(eventCode, unitTag, powerIndex, powerType, powerValue, powerMax, powerEffectiveMax)
--Player Updates
if unitTag=='player' then
--Health, Magicka, and Stamina
if powerType==POWERTYPE_HEALTH or powerType==POWERTYPE_MAGICKA or powerType==POWERTYPE_STAMINA or powerType==POWERTYPE_ULTIMATE then
if powerType==BUI.MainPowerType and BUI.Vars.WidgetPotion then --Potion
local delta=powerValue-LastPowerValue
if delta>=0 then
local remain,duration,global=GetSlotCooldownInfo(BUI.CurrentQuickslot)
if duration~=0 and remain==duration and not global and duration<50000 then
BUI.PotionEndTime=GetGameTimeMilliseconds()+45000
end
end
LastPowerValue=powerValue
end
BUI.Player:UpdateAttribute(unitTag, powerType, powerValue, powerMax, powerEffectiveMax)
--Mount Stamina
elseif powerType==POWERTYPE_MOUNT_STAMINA then
if BUI.init.Frames then BUI.Frames:UpdateAltBar(powerValue, powerMax, powerEffectiveMax, "mount") end
--Werewolf
elseif powerType==POWERTYPE_WEREWOLF then
if BUI.init.Frames then BUI.Frames:UpdateAltBar(powerValue, powerMax, powerEffectiveMax, "werewolf") end
end
--Target Updates
elseif unitTag=='reticleover' then
--Health
if powerType==POWERTYPE_HEALTH then
BUI.Player:UpdateAttribute(unitTag, powerType, powerValue, powerMax, powerEffectiveMax)
end
--Siege Updates
elseif unitTag=='controlledsiege' then
--Health
if powerType==POWERTYPE_HEALTH then
if BUI.init.Frames then BUI.Frames:UpdateAltBar(powerValue, powerMax, powerEffectiveMax, "siege") end
end
--Group Updates
elseif BUI.InGroup and string.sub(unitTag, 0, 5)=="group" then
--Health
if (powerType==POWERTYPE_HEALTH) then
if BUI.init.Frames then
BUI.Player:UpdateAttribute(unitTag, powerType, powerValue, powerMax, powerEffectiveMax)
end
end
--[[
elseif string.sub(unitTag, 0, 4)=="boss" then
--Bosses
elseif BUI.Vars.DeveloperMode then
local power=(powerType==POWERTYPE_HEALTH) and "health" or (powerType==POWERTYPE_MAGICKA) and "magicka" or (powerType==POWERTYPE_STAMINA) and "stamina" or (powerType==POWERTYPE_ULTIMATE) and "ultimate" or "unknown"
local name=GetUnitName(unitTag) name=(name~="") and name or unitTag
d(AR.TimeStamp()..name.." "..power.." changed to "..math.floor(powerValue/powerMax)*100 .."%")
--]]
end
end
local function GroupBuffsLoop()
if not (BUI.Vars.GroupBuffs and BUI.init.Group) then return end
local NoBuffs=true
for i=1, BUI.Group.members do
local buffs=""
local unitTag="group"..i
local frame=BUI.Group[unitTag].frame
if frame then
for j=1, 7 do
if GetFormattedTime()-BUI.Group[unitTag].BuffTime[j]>29 then BUI.Group[unitTag].Buff[j]="" end
buffs=buffs..BUI.Group[unitTag].Buff[j]
end
frame.buffs:SetText(buffs)
if buffs~="" then NoBuffs=false end
end
end
if not GroupBuffsLoopActive and not NoBuffs then
GroupBuffsLoopActive=true
BUI.CallLater("GroupBuffsLoop",1000,function() GroupBuffsLoopActive=false GroupBuffsLoop() end)
end
end
local function OnVisualAdded(eventCode, unitTag, unitAttributeVisual, statType, attributeType, powerType, value, maxValue, sequenceId)
-- d(GetUnitName(unitTag)..": Event="..unitAttributeVisual.." Stat="..statType.." Attribute="..attributeType.." Power="..powerType.." Sequence="..sequenceId)
if not BUI.init.Frames then return end
if unitTag=="player" then
if unitAttributeVisual==ATTRIBUTE_VISUAL_INCREASED_MAX_POWER and (powerType==POWERTYPE_HEALTH or powerType==POWERTYPE_MAGICKA or powerType==POWERTYPE_STAMINA) then
if BUI.Vars.PlayerFrame and BUI.Vars.FrameHorisontal and BUI.Vars.FoodBuff then BUI.Frames:PlayerAttributeResize(powerType,sequenceId==0) end
if BUI.OnScreen.Message[0] then BUI.OnScreen.Message[0]={["message"]="",["time"]=0} BUI.OnScreen.Update() end
elseif powerType==POWERTYPE_HEALTH then
if unitAttributeVisual==ATTRIBUTE_VISUAL_POWER_SHIELDING then
BUI.Player:UpdateShield(unitTag, (sequenceId==0 and value or 0), maxValue)
if sequenceId==0 and value>20000 then BUI.Buffs.BarrierActive=GetGameTimeSeconds()+30 end
elseif unitAttributeVisual==ATTRIBUTE_VISUAL_TRAUMA then
BUI.Player:UpdateTrauma(unitTag, (sequenceId==0 and value or 0), maxValue)
elseif statType==3 and unitAttributeVisual==ATTRIBUTE_VISUAL_DECREASED_STAT and value>1000 then --unitAttributeVisual==ATTRIBUTE_VISUAL_INCREASED_STAT
if BUI.Vars.PlayerFrame then BUI.Frames:AttributeVisual(unitTag,unitAttributeVisual,sequenceId==0) end
elseif unitAttributeVisual==ATTRIBUTE_VISUAL_INCREASED_REGEN_POWER or unitAttributeVisual==ATTRIBUTE_VISUAL_DECREASED_REGEN_POWER then
if BUI.Vars.PlayerFrame then BUI.Frames.Regen(unitTag,unitAttributeVisual,powerType,(sequenceId==0 and 2000 or 0)) end
if BUI.Vars.CurvedFrame~=0 then BUI.Curved.Regen(unitTag,unitAttributeVisual,powerType,(sequenceId==0 and 2000 or 0)) end
end
end
elseif unitTag=="reticleover" and powerType==POWERTYPE_HEALTH then
if unitAttributeVisual==ATTRIBUTE_VISUAL_POWER_SHIELDING then
if BUI_TargetFrame then BUI.Player:UpdateShield(unitTag, (sequenceId==0 and value or 0), maxValue) end
elseif unitAttributeVisual==ATTRIBUTE_VISUAL_TRAUMA then
if BUI_TargetFrame then BUI.Player:UpdateTrauma(unitTag, (sequenceId==0 and value or 0), maxValue) end
elseif unitAttributeVisual==ATTRIBUTE_VISUAL_INCREASED_REGEN_POWER or unitAttributeVisual==ATTRIBUTE_VISUAL_DECREASED_REGEN_POWER then
if BUI_TargetFrame then BUI.Frames.Regen(unitTag,unitAttributeVisual,powerType,(sequenceId==0 and 2000 or 0)) end
if BUI.Vars.CurvedFrame~=0 then BUI.Curved.Regen(unitTag,unitAttributeVisual,powerType,(sequenceId==0 and 2000 or 0)) end
elseif unitAttributeVisual==ATTRIBUTE_VISUAL_UNWAVERING_POWER then
BUI.Target.Invul=sequenceId==0
BUI.Frames.TargetReactionUpdate()
BUI.Reticle.Invul()
end
elseif BUI.init.Group and BUI.Group[unitTag] then
if powerType==POWERTYPE_HEALTH then
if unitAttributeVisual==ATTRIBUTE_VISUAL_POWER_SHIELDING then
BUI.Player:UpdateShield(unitTag, (sequenceId==0 and value or 0), maxValue)
elseif unitAttributeVisual==ATTRIBUTE_VISUAL_TRAUMA then
BUI.Player:UpdateTrauma(unitTag, (sequenceId==0 and value or 0), maxValue)
elseif unitAttributeVisual==ATTRIBUTE_VISUAL_INCREASED_REGEN_POWER or unitAttributeVisual==ATTRIBUTE_VISUAL_DECREASED_REGEN_POWER then
BUI.Frames:GroupRegen(unitTag,unitAttributeVisual,powerType,(sequenceId==0 and 2000 or 0))
if unitAttributeVisual==ATTRIBUTE_VISUAL_DECREASED_REGEN_POWER then
BUI.Frames:AttributeVisual(unitTag,unitAttributeVisual,sequenceId==0)
end
elseif statType==3 and unitAttributeVisual==ATTRIBUTE_VISUAL_DECREASED_STAT then
BUI.Frames:AttributeVisual(unitTag,unitAttributeVisual,sequenceId==0)
end
end
if BUI.Vars.GroupBuffs then
if sequenceId==0 then
BUI.Group[unitTag].Buff[unitAttributeVisual]=BuffIcon[unitAttributeVisual]
BUI.Group[unitTag].BuffTime[unitAttributeVisual]=GetFormattedTime()
GroupBuffsLoop()
else
BUI.Group[unitTag].Buff[unitAttributeVisual]=""
end
end
end
end
local function OnVisualUpdate(eventCode, unitTag, unitAttributeVisual, statType, attributeType, powerType, oldValue, newValue, oldMaxValue, newMaxValue)
if not BUI.init.Frames then return end
--Group buffs
if BUI.init.Group and BUI.Group[unitTag] and BUI.Vars.GroupBuffs then
if BUI.Group[unitTag] and BUI.Group[unitTag].Buff and BUI.Group[unitTag].Buff[unitAttributeVisual] then
BUI.Group[unitTag].Buff[unitAttributeVisual]=BuffIcon[unitAttributeVisual]
BUI.Group[unitTag].BuffTime[unitAttributeVisual]=GetFormattedTime()
GroupBuffsLoop()
end
end
--Damage Shields
if powerType==POWERTYPE_HEALTH and unitAttributeVisual==ATTRIBUTE_VISUAL_POWER_SHIELDING then
BUI.Player:UpdateShield(unitTag, newValue, newMaxValue)
end
if powerType==POWERTYPE_HEALTH and unitAttributeVisual==ATTRIBUTE_VISUAL_TRAUMA then
BUI.Player:UpdateTrauma(unitTag, newValue, newMaxValue)
end
end
local function OnEffectChanged(_, changeType, _, effectName, unitTag, startTimeSec, endTimeSec, _, iconName, _, effectType, abilityType, statusEffectType, unitName, unitId, abilityId, sourceType)
if unitId==0 or changeType>2 or not BUI.inCombat or unitName=="Offline" then return end
-- d(BUI.TimeStamp().."["..abilityId.."] |t16:16:"..iconName.."|t "..effectName.."|| "..unitTag.."|| duration: "..math.floor((endTimeSec-startTimeSec)*100)/100)
-- unitName=string.gsub(unitName,"%^%w+","") --zo_strformat(SI_UNIT_NAME,unitName)
-- if unitName~=BUI.Player.name and string.sub(unitTag or "", 1, 5)=="group" and sourceType~=COMBAT_UNIT_TYPE_PLAYER then return end
-- if unitTag and string.sub(unitTag, 1, 5)=="group" and AreUnitsEqual(unitTag, "player") then return end
-- if unitTag and string.sub(unitTag, 1, 11)~="reticleover" and (AreUnitsEqual(unitTag, "reticleover") or AreUnitsEqual(unitTag, "reticleoverplayer") or AreUnitsEqual(unitTag, "reticleovertarget")) then return end
if sourceType==COMBAT_UNIT_TYPE_PLAYER then
if BUI.Player.id==nil and string.gsub(unitName,"%^%w+","")==BUI.Player.name then BUI.Player.id=unitId end
elseif sourceType==COMBAT_UNIT_TYPE_GROUP then
if BUI.GroupMembers[unitId]==nil then
unitName=string.gsub(unitName,"%^%w+","")
BUI.GroupMembers[unitId]=unitName
BUI.GroupMembers[unitName]=unitId
end
else
BUI.Enemy[unitId]=string.gsub(unitName,"%^%w+","")
-- if BUI.Attacker[unitId] and not BUI.Attacker[unitId].name then d("Name added: "..unitName) BUI.Attacker[unitId].name=string.gsub(unitName,"%^%w+","") end
end
end
-- /script d(EFFECT_RESULT_GAINED,EFFECT_RESULT_FADED,EFFECT_RESULT_UPDATED,EFFECT_RESULT_FULL_REFRESH,EFFECT_RESULT_TRANSFER)
--STATE EVENTS
local function OnCombatState(eventCode, inCombat)
-- d("["..tostring(eventCode).."] "..tostring(inCombat))
BUI.inCombat=inCombat
--Control frame visibility
if BUI.init.Frames then
local alpha=inCombat and BUI.Vars.FrameOpacityIn/100 or BUI.Vars.FrameOpacityOut/100
if BUI.Vars.PlayerFrame then BUI_PlayerFrame_Base:SetAlpha(alpha) end
if BUI.Vars.RaidFrames and IsUnitGrouped('player') then BUI_RaidFrame:SetAlpha(alpha) end
if BUI.Vars.TargetFrame then BUI_TargetFrame_Base:SetAlpha(alpha) end
if BUI.Vars.CurvedFrame~=0 then BUI.Curved.OnCombatState(inCombat) BUI_Curved:SetAlpha(alpha) BUI_CurvedTarget:SetAlpha(alpha) end
if BUI_BuffsP then BUI_BuffsP:SetAlpha(alpha) end
if BUI_BuffsT then BUI_BuffsT:SetAlpha(alpha) end
if BUI_BuffsC then BUI_BuffsC:SetAlpha(alpha) end
if BUI_BuffsS then BUI_BuffsS:SetAlpha(alpha) end
if BUI_BuffsPas then BUI_BuffsPas:SetAlpha(alpha) end
end
--Statistics
if BUI.init.Stats then
if inCombat then
if BUI.Stats.CombatEnd then BUI.Stats.groupDPS={} end
else
BUI.CallLater("CombatState",550,function()
if not BUI.BossFight then
if BUI.InGroup then
BUI.Stats.SendPing()
BUI.CallLater("DisplayGroupDPS",250,BUI.Stats.DisplayGroupDPS)
end
BUI.Stats.CombatEnd=true
-- BUI.Stats.SaveBuffs()
end
end)
end
end
--Bosses phase
if inCombat and BUI.BossFight and BUI.Stats.CombatEnd then
local _phase=BUI.Phase_Timers[BUI.BossName]
if _phase and _phase.atStart and _phase.timer==0 then _phase.timer=GetGameTimeMilliseconds()+_phase.initial end
end
--Combat Reticle
if BUI.Vars.InCombatReticle then
BUI.Reticle.InCombat(inCombat)
end
end
local function OnDeath(eventCode,unitTag,isDead)
-- if BUI.Vars.DeveloperMode then d(BUI.TimeStamp().."["..tostring(eventCode).."]"..tostring(unitTag).." || "..tostring(isDead).." || "..tostring(state)) end
if unitTag=="reticleover" then return end
-- if not isDead and unitTag=='player' then
-- BUI.Stats.RevivedTime=GetGameTimeMilliseconds()
-- if BUI.Vars.DeveloperMode then d(BUI.TimeStamp().."Player revived") end
-- end
if string.sub(unitTag, 0, 5)~="group" then return end
local accname=GetUnitDisplayName(unitTag) or "Unknown"
local now=GetGameTimeMilliseconds()
--Log
if BUI.Vars.Log and (unitTag~='player' or not IsUnitGrouped('player')) then
table.insert(BUI.Log,{now,"",accname,(isDead and "|cEE2222Dead|r" or "|cEEEE22Revived|r"),100})
end
if isDead then
--Death count
if BUI.Group[accname] then
if BUI.Group[accname].deathtime and BUI.Group[accname].deathtime+2000>now then return end
if not BUI.Group[accname].death then BUI.Group[accname].death=0 end
BUI.Group[accname].death=BUI.Group[accname].death+1
BUI.Group[accname].deathtime=now
--Remember for report
if BUI.init.Stats then
if not BUI.Stats.Current[BUI.ReportN].GroupDPS[accname] then BUI.Stats.Current[BUI.ReportN].GroupDPS[accname]={} end
BUI.Stats.Current[BUI.ReportN].GroupDPS[accname].death=BUI.Group[accname].death
end
--Group wipe
local DeadMembers=0
for i=1,BUI.Group.members do
if IsUnitDead(GetGroupUnitTagByIndex(i)) then DeadMembers=DeadMembers+1 end
end
--Notifications
if BUI.OnScreen.Message[79] then BUI.OnScreen.Message[79].units=BUI.Group.members-DeadMembers end
-- if BUI.Vars.DeveloperMode then d(BUI.TimeStamp().."Death "..accname..": "..BUI.Group[accname].death..(DeadMembers==1 and " (First death)" or "")) end
if DeadMembers==BUI.Group.members and LastWipe+1000<now then --Group wipe
LastWipe=now
if BUI.init.Stats then
BUI.Stats.CombatEnd=true
-- BUI.Stats.SaveBuffs()
BUI.Stats.DisplayGroupDPS()
end
if BUI.Vars.DeveloperMode then d(BUI.TimeStamp().."|cFF2222Group wipe|r") end
for i=1,BUI.Group.members do
local accname=GetUnitDisplayName(GetGroupUnitTagByIndex(i))
if BUI.Group[accname] and BUI.Group[accname].death and BUI.Group[accname].death>0 then
BUI.Group[accname].death=BUI.Group[accname].death-1
end
end
--Bosses phase
local _phase=BUI.Phase_Timers[BUI.BossName]
if _phase and _phase.atStart then _phase.timer=0 end
--Log
if BUI.Vars.Log then
table.insert(BUI.Log,{now,"","","|cEE2222Group wipe|r",100})
end
--Notifications
BUI.OnScreen.Message={}
end
end
--Notifications Group
if BUI.Vars.NotificationsGroup and not BUI.PvPzone then
if not BUI.Vars.OnScreenPriorDeath or (BUI.Group[unitTag] and (BUI.Group[unitTag].role=="Tank" or BUI.Group[unitTag].role=="Healer")) then
BUI.OnScreen.NotificationSecondary(accname,accname.." "..BUI.Loc("GroupMemberDead")) --Group member death
end
end
end
end
local function OnMount(eventCode,mounted)
BUI.Mounted=mounted
BUI.Reticle.SpeedBoost()
if BUI.init.Frames then
if not mounted then BUI.CallLater("SetupAltBar",1500,BUI.Frames.SetupAltBar)
else
BUI.Frames:SetupAltBar()
end
end
-- d("eventCode "..tostring(eventCode).." mounted "..tostring(mounted))
end
local function OnSiege(eventCode,inSiege)
if BUI.init.Frames then
if inSiege then BUI.CallLater("SetupAltBar",1000,BUI.Frames.SetupAltBar)
else
if BUI.Vars.EnableXPBar then
BUI.CallLater("SetupAltBar",1000,BUI.Frames.SetupAltBar)
else
if BUI.Vars.PlayerFrame then BUI_PlayerFrame_Alt:SetHidden(true) end
end
end
end
end
local function OnWerewolf(eventCode,werewolf)
if BUI.init.Frames then
if werewolf then BUI.CallLater("SetupAltBar",1000,BUI.Frames.SetupAltBar)
else
if BUI.Vars.EnableXPBar then
BUI.CallLater("SetupAltBar",1000,BUI.Frames.SetupAltBar)
else
if BUI.Vars.PlayerFrame then BUI_PlayerFrame_Alt:SetHidden(true) end
end
end
end
-- if BUI.Vars.Actions then BUI.CallLater("Actions_PairChanged",3000,BUI.Actions.OnPairChanged) end
end
--Group Events
local function OnGroupChanged()
BUI.InGroup=IsUnitGrouped('player')
if BUI.init.Frames and BUI.Vars.RaidFrames then
BUI.Frames:SetupGroup()
--Clear group info
BUI.StatShare.ClearStats()
for i=1, 24 do
local frame=BUI_RaidFrame["group"..i]
frame.health.dps:SetText("")
frame.debuff:SetHidden(true)
frame.resist:SetHidden(true)
frame.horn:SetHidden(true)
end
elseif BUI.InGroup then
BUI.Frames.GetGroupData()
end
--Leader arrow
if BUI.Vars.LeaderArrow then BUI.Reticle.LeaderArrow() end
--Leader bar
if GetUnitDisplayName(BUI.GroupLeader)==BUI.Player.accname then BUI.CustomBarUpdate() end
end
local function OnGroupLeaderChanged(eventCode,unitTag)
local wasLeader=GetUnitDisplayName(BUI.GroupLeader)==BUI.Player.accname
BUI.GroupLeader=unitTag
local accname=GetUnitDisplayName(unitTag)
BUI.Player.isLeader=BUI.Player.accname==accname
--Leader bar
if wasLeader and not BUI.Player.isLeader then BUI.CustomBarUpdate() end
--Crown
if BUI.Compass and BUI_Crown then
BUI_Crown:SetHidden(not (BUI.GroupLeader and not BUI.Player.isLeader))
end
--Notifications
if BUI.Vars.NotificationsGroup and not BUI.PvPzone then
if accname and accname~="" then
BUI.OnScreen.Notification(6,zo_strformat(SI_GROUP_NOTIFICATION_GROUP_LEADER_CHANGED,accname)) --New group leader
end
end
OnGroupChanged()
end
local function OnGroupRoleChanged(eventCode, unitTag, isDps, isHealer, isTank)
-- if BUI.Vars.DeveloperMode then local role="Damage" if isTank then role="Tank" elseif isHealer then role="Healer" end d(GetUnitDisplayName(unitTag).." is now "..role) end
-- if BUI.Vars.DeveloperMode and GetUnitName(unitTag)==BUI.Player.name then d("Players role is changed") end
if BUI.InGroup and BUI.init.Frames and BUI.Vars.RaidFrames then
BUI.Frames:SetupGroup()
end
end
local function OnGroupLeave(_,characterName)
local name=string.gsub(characterName,"%^%w+","") --zo_strformat(SI_UNIT_NAME, characterName)
local wasLeader=GetUnitDisplayName(BUI.GroupLeader)==BUI.Player.accname
BUI.InGroup=IsUnitGrouped('player')
if name==BUI.Player.name then
BUI.GroupMembers={}
BUI.GroupLeader=nil
-- BUI.OnScreen.Update(true) --Hide Notifications
BUI.Player.role=nil
--Clear death count
for accname in pairs(BUI.Group) do if accname~="members" then BUI.Group[accname].death=nil end end
--Notifications
if BUI.Vars.NotificationsGroup and not BUI.PvPzone then
BUI.OnScreen.Notification(5,BUI.Loc("You")..BUI.Loc("GroupMemberLeave")) --Group leave
end
--Clear group info
if BUI.Vars.RaidFrames then
BUI.StatShare.ClearStats()
for i=1, 24 do
local frame=BUI_RaidFrame["group"..i]
frame.health.dps:SetText("")
frame.debuff:SetHidden(not gain)
frame.resist:SetHidden(not gain)
end
end
else
if BUI.GroupMembers[name] then
local id=BUI.GroupMembers[name]
BUI.GroupMembers[id]=nil
BUI.GroupMembers[name]=nil
end
if BUI.Vars.NotificationsGroup and not BUI.PvPzone then
BUI.OnScreen.Notification(5,zo_strformat(SI_GROUPLEAVEREASON0,(BUI.Group[name] and BUI.Group[name].accname or name),characterName)) --Group member leave
end
end
--Group frame
if BUI.init.Frames and BUI.Vars.RaidFrames then BUI.Frames:SetupGroup() end
--Leader arrow
if BUI.Vars.LeaderArrow then BUI.Reticle.LeaderArrow() end
--Leader bar
if wasLeader then BUI.CustomBarUpdate() end
end
local function OnGroupRange(eventCode, unitTag, inRange)
if BUI.init.Group then BUI.Frames:GroupRange(unitTag, inRange) end
end
local function OnXPUpdate(eventCode, unitTag, currentExp, maxExp, reason)
if unitTag~='player' then return end
--Update the data table
BUI.Player:GetLevel()
--Update the experience bar
if BUI.init.Frames and BUI.Vars.EnableXPBar then BUI.Frames:SetupAltBar() end
end
local function OnLevel()
--Update character level on unit frames
if BUI.init.Frames then
BUI.Frames:SetupPlayer()
if BUI.Vars.RaidFrames then BUI.Frames:SetupGroup() end
end
end
local function OnPing(eventCode, pingEventType, pingType, pingTag, offsetX, offsetY, isOwner)
if offsetX+offsetY==0 or pingEventType~=PING_EVENT_ADDED or pingType~=MAP_PIN_TYPE_PING then return end
--Register DPS posts
if BUI.init.Stats then
if BUI.Stats.AddPing(offsetX, offsetY, pingTag, isOwner) then return end
end
BUI.StatShare.OnPing(eventCode, pingEventType, pingType, pingTag, offsetX, offsetY, isOwner)
end
--COMBAT EVENT
local function OnCombatEvent(eventCode,result,isError,abilityName,abilityGraphic,abilityActionSlotType,sourceName,sourceType,targetName,targetType,hitValue,powerType,damageType,_,sourceUnitId,targetUnitId,abilityId)
--Ignore errors
if isError
-- or not BUI.inCombat
or hitValue<5
or hitValue>200000
or abilityId==nil
or IgnoreAbility[abilityId]
or targetUnitId==nil
or targetType==COMBAT_UNIT_TYPE_PLAYER_PET
then return end
local isDamage=ResultDamage[result]
if isDamage
and (sourceType==COMBAT_UNIT_TYPE_PLAYER or sourceType==COMBAT_UNIT_TYPE_PLAYER_PET)
-- and targetUnitId~=sourceUnitId
then BUI.inCombat=true end
if not BUI.inCombat then return end
--Enchant Timer
-- if BUI.Vars.EnchantTimer==1 and Enchants[abilityId] and BUI.Player.name==zo_strformat("<<!aC:1>>",sourceName) then BUI.Frames.EnchantTimerStart(2) end
--Statistics
targetName=targetName=="" and ((BUI.GroupMembers[targetUnitId]) and BUI.GroupMembers[targetUnitId] or targetName) or string.gsub(targetName,"%^%w+","") --zo_strformat(SI_UNIT_NAME,targetName)
-- sourceName=sourceName=="" and ((BUI.GroupMembers[sourceUnitId]) and BUI.GroupMembers[sourceUnitId] or sourceName) or zo_strformat(SI_UNIT_NAME,sourceName)
--Pass damage event to handler
if BUI.init.Stats then BUI.Damage.New(result,abilityName,sourceName,sourceType,targetName,hitValue,powerType,damageType,sourceUnitId,targetUnitId,abilityId,isDamage) end
end
--Events initialization
local function CombatEvents(disable)
local filters={
--Damage
ACTION_RESULT_DAMAGE,
ACTION_RESULT_DOT_TICK,
ACTION_RESULT_BLOCKED_DAMAGE,
ACTION_RESULT_DAMAGE_SHIELDED,
ACTION_RESULT_CRITICAL_DAMAGE,
ACTION_RESULT_DOT_TICK_CRITICAL,
--Healing
ACTION_RESULT_HOT_TICK,
ACTION_RESULT_HEAL,
ACTION_RESULT_CRITICAL_HEAL,
ACTION_RESULT_HOT_TICK_CRITICAL,
--Resource Change
ACTION_RESULT_POWER_ENERGIZE,
ACTION_RESULT_POWER_DRAIN,
--Effects
-- ACTION_RESULT_BEGIN,
-- ACTION_RESULT_EFFECT_GAINED,
-- ACTION_RESULT_EFFECT_GAINED_DURATION,
-- ACTION_RESULT_EFFECT_FADED,
}
if not disable then
--Stats Events
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_MAP_PING, OnPing)
--Combat Events
-- EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_COMBAT_EVENT, OnCombatEvent)
for i in pairs(filters) do
EVENT_MANAGER:RegisterForEvent("BUI_Event"..i, EVENT_COMBAT_EVENT, OnCombatEvent)
EVENT_MANAGER:AddFilterForEvent("BUI_Event"..i, EVENT_COMBAT_EVENT, REGISTER_FILTER_COMBAT_RESULT, filters[i], REGISTER_FILTER_IS_ERROR, false)
end
else
EVENT_MANAGER:UnregisterForEvent("BUI_Event", EVENT_MAP_PING)
for i in pairs(filters) do
EVENT_MANAGER:UnregisterForEvent("BUI_Event"..i, EVENT_COMBAT_EVENT)
end
end
end
local function SwitchCombatEvents(PvPzone)
if BUI.Vars.PvPmodeAnnouncements then
local on,off="|c33FE33enabled|r","|cFE3333disabled|r"
d(BUI.DisplayName..": You have entered the "..(PvPzone and "PvP" or "PvE").." location")
d("Combat statistics: "..(BUI.Stats.Initialize(PvPzone) and on or off))
d("Notifications: "..(BUI.OnScreen.Initialize(PvPzone) and on or off))
d("Stats share: "..(BUI.StatShare.Initialize(PvPzone) and on or off))
end
CombatEvents(PvPzone)
end
local function OnActivated()
BUI.MapId=string.match(string.gsub(GetMapTileTexture():lower(),"ui_map_",""),"maps/[%w%-]+/([%w%-]+_[%w%-]+)")
--Recall cooldown
local remain=GetRecallCooldown()
if remain>0 then
local now=GetGameTimeSeconds()
BUI.Buffs.Effects[-6]={id=21676,timeStarted=now-600+remain/1000,timeEnding=now+remain/1000}
end
--Bounty cooldown
local remain=GetSecondsUntilBountyDecaysToZero()
if remain>0 then
local now=GetGameTimeSeconds()
BUI.Buffs.Effects[-8]={id=21798,timeStarted=now,timeEnding=now+remain}
end
--Food Notification
if BUI.NeedToEat then CALLBACK_MANAGER:FireCallbacks("BUI_Food") end
if BUI.init.Frames then
BUI.Frames:SetupPlayer()
BUI.Frames:SetupTarget()
if BUI.Vars.RaidFrames then BUI.Frames:SetupGroup() end
end
--Group DPS frame
if BUI_GroupDPS then BUI_GroupDPS:SetHidden(true) end
--Combat Reticle
if BUI.Vars.InCombatReticle and BUI.inCombat then
-- if BUI.Vars.DeveloperMode then d("Player still in combat...") end
BUI.CallLater("Events_Activated",2000,function()
if IsUnitInCombat('player') then
-- if BUI.Vars.DeveloperMode then d("Combat state: true (all is right)") end
else
-- if BUI.Vars.DeveloperMode then d("Combat state: false (changing reticle back)") end
BUI.inCombat=false
BUI.Reticle.InCombat(false)
end
end)
end
--PvP zone
-- local MapContentType=GetMapContentType()
local PvPzone=IsPlayerInAvAWorld() or IsActiveWorldBattleground() --(MapContentType==MAP_CONTENT_AVA or MapContentType==MAP_CONTENT_BATTLEGROUND)
if BUI.Vars.PvPmode and BUI.PvPzone~=PvPzone then
SwitchCombatEvents(PvPzone)
end
BUI.PvPzone=PvPzone
--Vanity Pet
if not PvPzone then --and not (RaidNotifier and RaidNotifier.Vars.general.last_pet) then
zo_callLater(function()
if BUI.IsTrialLobby() then
local id=GetActiveCollectibleByType(COLLECTIBLE_CATEGORY_TYPE_VANITY_PET)
if id~=0 and BUI.Vars.AutoDismissPet then
ZO_Alert(UI_ALERT_CATEGORY_ALERT,nil,"Dismissing: "..string.gsub(tostring(GetCollectibleName(id)),"%^%w+",""))
UseCollectible(id)
CallBackVanityPet=id
end
elseif CallBackVanityPet and not BUI.IsPlayerInTrial() and not IsCollectibleBlocked(CallBackVanityPet) then
ZO_Alert(UI_ALERT_CATEGORY_ALERT,nil,"Activating: "..string.gsub(tostring(GetCollectibleName(CallBackVanityPet)),"%^%w+",""))
UseCollectible(CallBackVanityPet) CallBackVanityPet=false
end
end
,2500)
end
--Leader arrow
if BUI.Vars.LeaderArrow then BUI.Reticle.LeaderArrow() end
--Leader bar
BUI.Player.isLeader=IsUnitGroupLeader('player')
if BUI.Player.isLeader then BUI.CustomBarUpdate() end
--Leader marker
BUI.Menu.MarkerLeader(true)
--ParticleUI
ParticleUI:Destroy3DRenderSpace() ParticleUI:Create3DRenderSpace()
end
function BUI.IsTrialLobby()
return TrialLobby[BUI.MapId]
end
function BUI.IsPlayerInTrial()
return TrialNames[GetUnitZone('player')]
end
local function OnLoad()
OnBossesChanged()
OnGroupChanged()
--Flush messages
for i=1, #messages do d(messages[i]) end messages={}
BUI.CurrentQuickslot=GetCurrentQuickslot()
BUI.InGroup=IsUnitGrouped('player')
OnActivated()
--Switch to recurring event
EVENT_MANAGER:UnregisterForEvent("BUI_Event", EVENT_PLAYER_ACTIVATED)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_PLAYER_ACTIVATED, OnActivated)
end
function BUI.SwitchUnitFramesEvents()
local Events={
target={EVENT_TARGET_CHANGED,EVENT_UNIT_CHARACTER_NAME_CHANGED,EVENT_DISPOSITION_UPDATE,EVENT_RETICLE_TARGET_CHANGED},
group={EVENT_UNIT_CREATED,EVENT_UNIT_DESTROYED,EVENT_LEVEL_UPDATE,EVENT_LEADER_UPDATE,EVENT_GROUP_SUPPORT_RANGE_UPDATE,EVENT_GROUP_UPDATE,EVENT_GROUP_MEMBER_LEFT,EVENT_GROUP_MEMBER_CONNECTED_STATUS,EVENT_GROUP_MEMBER_ROLE_CHANGED,EVENT_UNIT_DEATH_STATE_CHANGED,EVENT_RANK_POINT_UPDATE,EVENT_CHAMPION_POINT_UPDATE,EVENT_TITLE_UPDATE,EVENT_PLAYER_ACTIVATED,EVENT_INTERFACE_SETTING_CHANGED,EVENT_GUILD_NAME_AVAILABLE,EVENT_GUILD_ID_CHANGED},
}
if not BUI.Vars.DefaultTargetFrame then
for _,event in pairs(Events.target) do
ZO_UnitFrames:UnregisterForEvent(event)
end
CALLBACK_MANAGER:UnregisterCallback("TargetOfTargetEnabledChanged")
if BUI.Vars.RaidFrames then
-- ZO_MostRecentEventHandler.OnEvent=function()end
ZO_MostRecentEventHandler:AddFilterForEvent(REGISTER_FILTER_UNIT_TAG, "boss")
end
end
if BUI.Vars.RaidFrames then
--[[ Hate gamepad lovers! Stupid and unstable hook (prevents changing default group frames style)
local index=0
function ZO_PlatformStyle:Apply()
if not self.keyboardStyle then
index=index+1
if index==10 then return --Disable local "OnGamepadPreferredModeChanged" function
elseif index==12 then index=0 end
end
local style
if BUI.GamepadMode then style=self.gamepadStyle else style=self.keyboardStyle end
self.applyFunction(style)
end
--]]
for _,event in pairs(Events.group) do
ZO_UnitFrames:UnregisterForEvent(event)
end
if not BUI.Vars.DefaultTargetFrame then
-- ZO_MostRecentEventHandler.OnEvent=function()end
ZO_MostRecentEventHandler:AddFilterForEvent(REGISTER_FILTER_UNIT_TAG, "boss")
end
end
end
--[[
/script
for id=1, 40000 do
local name=GetAbilityName(id)
if string.find(name,"nare") then
local icon=GetAbilityIcon(id)
d("["..id.."] |t28:28:"..icon.."|t "..name)
end
end
--]]
function BUI.RegisterEvents()
--Dafault frames events
BUI.SwitchUnitFramesEvents()
--User Interface Events
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_PLAYER_ACTIVATED, OnLoad)
-- EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_ACTION_LAYER_POPPED, OnLayerChange)
-- EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_ACTION_LAYER_PUSHED, OnLayerChange)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_SCREEN_RESIZED, OnScreenResize)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, function(_,gamepadPreferred)
BUI.GamepadMode=gamepadPreferred
BUI.Actions.Initialize()
BUI.Frames.ZO_Frame_reposition()
BUI.Themes_Setup()
if BUI.Vars.QuickSlots then BUI.QuickSlots.Update() end
BUI.CustomBarUpdate()
end)
--Target Events
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_RETICLE_TARGET_CHANGED, OnTargetChanged)
EVENT_MANAGER:AddFilterForEvent("BUI_Event", EVENT_RETICLE_TARGET_CHANGED, REGISTER_FILTER_UNIT_TAG, "reticleover")
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_DISPOSITION_UPDATE, BUI.Frames.TargetReactionUpdate)
EVENT_MANAGER:AddFilterForEvent("BUI_Event", EVENT_DISPOSITION_UPDATE, REGISTER_FILTER_UNIT_TAG, "reticleover")
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_BOSSES_CHANGED, OnBossesChanged)
--Attribute Events
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_POWER_UPDATE, OnPowerUpdate)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_UNIT_ATTRIBUTE_VISUAL_ADDED, OnVisualAdded)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_UNIT_ATTRIBUTE_VISUAL_UPDATED, OnVisualUpdate)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_UNIT_ATTRIBUTE_VISUAL_REMOVED, OnVisualAdded)
--Player State Events
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_JUSTICE_BOUNTY_PAYOFF_AMOUNT_UPDATED, function()
local now=GetGameTimeSeconds()
local remain=GetSecondsUntilBountyDecaysToZero()
BUI.Buffs.Effects[-8]={id=21798,timeStarted=now,timeEnding=now+remain}
end)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_PLAYER_COMBAT_STATE, OnCombatState)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_UNIT_DEATH_STATE_CHANGED, OnDeath)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_PLAYER_ALIVE, function() BUI.CallLater("SetupAltBar",14100,BUI.Frames.SetupAltBar) end)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_WEREWOLF_STATE_CHANGED, OnWerewolf)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_BEGIN_SIEGE_CONTROL, function()OnSiege(true)end)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_END_SIEGE_CONTROL, function()OnSiege(false)end)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_MOUNTED_STATE_CHANGED, OnMount)
-- EVENT_MANAGER:RegisterForEvent('BUI_Event', EVENT_NEW_MOVEMENT_IN_UI_MODE, function()d(BUI.TimeStamp().." Player mooves")end)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_ACTIVE_QUICKSLOT_CHANGED, function(_,Slot)
if Slot>=9 and Slot<=16 then BUI.CurrentQuickslot=GetCurrentQuickslot() end
end)
--Group Events
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_GROUP_MEMBER_JOINED, OnGroupChanged)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_GROUP_MEMBER_LEFT, OnGroupLeave)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_LEADER_UPDATE, OnGroupLeaderChanged)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_GROUP_MEMBER_CONNECTED_STATUS, OnGroupChanged)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_GROUP_MEMBER_ROLES_CHANGED, OnGroupRoleChanged)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_GROUP_SUPPORT_RANGE_UPDATE, OnGroupRange)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_EFFECT_CHANGED, OnEffectChanged)
EVENT_MANAGER:AddFilterForEvent("BUI_Event", EVENT_EFFECT_CHANGED, REGISTER_FILTER_UNIT_TAG_PREFIX, "group")
-- EVENT_MANAGER:AddFilterForEvent("BUI_Event", EVENT_EFFECT_CHANGED, REGISTER_FILTER_UNIT_TAG_PREFIX, "player")
-- EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_VETERAN_DIFFICULTY_CHANGED, function(_,unitTag, isDifficult) if BUI.Vars.DeveloperMode then d("Difficult mode: "..unitTag.."-"..tostring(isDifficult)) end end)
--Experience Events
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_EXPERIENCE_UPDATE, OnXPUpdate)
-- EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_ALLIANCE_POINT_UPDATE, OnAPUpdate)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_LEVEL_UPDATE, OnLevel)
EVENT_MANAGER:RegisterForEvent("BUI_Event", EVENT_CHAMPION_POINT_UPDATE, OnLevel)
--Combat Events
CombatEvents()
end
--Message functions
function dt(strings)
local _t=""
local _s=""
for _,s in pairs(strings) do
if t~="" then _s=string.rep(" ",4-math.fmod(string.len(_t),4)) end
s=(s=="") and string.rep(" ",4) or s
_t=_t.._s..s
end
d(_t)
end
function pl(msg)
if CHAT_SYSTEM.primaryContainer then d(msg) else messages[#messages+1]=msg end
end
function a(text,sound)
ZO_Alert(UI_ALERT_CATEGORY_ALERT, sound, text)
end