[outdated] ActionBar data for SlotSkillAbilityInSlot
Is it possible, to add data to the action bar slots which provides this three indexes for this function in addition to the SkillID.
SlotSkillAbilityInSlot(number SkillType skillType, number skillLineIndex, number abilityIndex, number slotIndex) |
The slot control already has the necessary data. Otherwise I couldn't do this in one of my addons:
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Thanks sirinsidiator, but i need not the ID ... i need the TypeIndex, LineIndex, SkillIndex from the action bar, not out of the skill window ... or miss i something, have found no data there.
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That's exactly what I am saying. The action bar buttons (not in the skill window) do have these 3 values stored on the button control.
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Strange, ok and thanks, i will try this.
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After some testing together with AlphaLemming, we arrived at the conclusion that something really fishy is going on.
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Maybe someone has an idea what is going on? Chip? Anyone? |
What the state of the skill for alphalemming ? It should have been unlocked and pexed at least one time in order to get some results.
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We tried it with different skills and also with skills in the action bar, which had to be unlocked in order to be placed:
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I tried the functions before the ability2 def and it seems that :
progressionIndex is the order you learn your skills, is it? seems like it. (hmm maybe not... just the unlocked ones in order) but whatever I enter for GetSkillAbilityIndicesFromProgressionIndex(int) as an int, it returns 0,2,2 even if I feed it a string. (English client, btw and that is on PTS right now) GetAbilityProgressionInfo(int) this is fine, gives me the right name/morph/rank... if it's really broken, only one way to rewrite it as the SKILLS_WINDOW table only fills with current selected skillLine or the last opened with the skill window it seems... Quote:
On startup and on skill updates : (sorry for the indents but at least it's copypastable) Quote:
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I tested that once, I'm not sure but if I remember correctly I think that you have to gain skill in it during that game session/reload before that API will work.
I'm guessing that your doing this just to save/load skills into the skill bar. You don't need skillType, skillLineIndex, LineAbilityIndex. Just use the abilityId to get the real abilityIndex and use it to load the skill: Lua Code:
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Can i use this without restrictions?? If this works, it would be fine! Never tried... |
out of combat restriction.
I've played around with these values of progressionIndex, the 3 Skill/Line/Index, and that AbilityIndex that can be used alone : only that last one won't make you errors with the different destructions schools. (doesn't make easy to find functions for it when it has the same name as the other one) I think the Skill/Line/AbilityIndex are reserved to determine the place of the skill in the tree in the skill window the real skill data comes from ProgressionIndex and what circonian wrote. Only the defaut skills are registered when browsing them like I did (i.e : my frost skills throw a nil error) so you should definitively use Circonian's method. though if you allow different bars with different weapons, you may consider mixing both methods for the destruction staves. I've dumped all my skills to see how it works... if hasprogression is false, progressionIndex is 2, the name of the skill is wrong (once it always displayed Mage's Fury, another reload it was lightening splash etc...) but here what can interest you : Lua Code:
counts were there to try to figure out how the progressionIndex is set, but it seems to have no relation with the skill order. So to sum up: Circonian's method will work always with no error (as the realAbilityIndex comes from the progressionIndex and they are shared between different forms of the skill, it's the default form that should be stored) Only problem : if you want to show the right icon in your interface when selected with a different magic school in the set. checking for functions. OK heads up : This : GetAbilityIdByIndex(realAbilityIndex) returns the right skill id (ice / lightening etc) for the currently equipped weapon. |
Thanks all for the helpful hints, i have found my way to do it.
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The code I posted above returns the correct icon for whatever rank/morph you currently have (I called it texture): Lua Code:
Also just for anyone interested the AbilityId, abilityIndex, progressionIndex, and a lot of other things change everytime a skill is ranked or morphed so you have to be careful what you save and how you use it. Quote:
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