Files
PathOfBuilding/src/Modules/Build.lua

1691 lines
85 KiB
Lua

-- Path of Building
--
-- Module: Build
-- Loads and manages the current build.
--
local pairs = pairs
local ipairs = ipairs
local next = next
local t_insert = table.insert
local m_min = math.min
local m_max = math.max
local m_floor = math.floor
local m_abs = math.abs
local s_format = string.format
local buildMode = new("ControlHost")
local function InsertIfNew(t, val)
if (not t) then return end
for i,v in ipairs(t) do
if v == val then return end
end
table.insert(t, val)
end
function buildMode:Init(dbFileName, buildName, buildXML, convertBuild)
self.dbFileName = dbFileName
self.buildName = buildName
if dbFileName then
self.dbFileSubPath = self.dbFileName:sub(#main.buildPath + 1, -#self.buildName - 5)
else
self.dbFileSubPath = main.modes.LIST.subPath or ""
end
if not buildName then
main:SetMode("LIST")
end
-- Load build file
self.xmlSectionList = { }
self.spectreList = { }
self.timelessData = { jewelType = { }, conquerorType = { }, devotionVariant1 = 1, devotionVariant2 = 1, jewelSocket = { }, fallbackWeightMode = { }, searchList = "", searchListFallback = "", searchResults = { }, sharedResults = { } }
self.viewMode = "TREE"
self.characterLevel = m_min(m_max(main.defaultCharLevel or 1, 1), 100)
self.targetVersion = liveTargetVersion
self.bandit = "None"
self.pantheonMajorGod = "None"
self.pantheonMinorGod = "None"
self.characterLevelAutoMode = main.defaultCharLevel == 1 or main.defaultCharLevel == nil
if buildXML then
if self:LoadDB(buildXML, "Unnamed build") then
self:CloseBuild()
return
end
self.modFlag = true
else
if self:LoadDBFile() then
self:CloseBuild()
return
end
self.modFlag = false
end
if convertBuild then
self.targetVersion = liveTargetVersion
end
if self.targetVersion ~= liveTargetVersion then
self.targetVersion = nil
self:OpenConversionPopup()
return
end
self.abortSave = true
wipeTable(self.controls)
local miscTooltip = new("Tooltip")
-- Controls: top bar, left side
self.anchorTopBarLeft = new("Control", nil, 4, 4, 0, 20)
self.controls.back = new("ButtonControl", {"LEFT",self.anchorTopBarLeft,"RIGHT"}, 0, 0, 60, 20, "<< Back", function()
if self.unsaved then
self:OpenSavePopup("LIST")
else
self:CloseBuild()
end
end)
self.controls.buildName = new("Control", {"LEFT",self.controls.back,"RIGHT"}, 8, 0, 0, 20)
self.controls.buildName.width = function(control)
local limit = self.anchorTopBarRight:GetPos() - 98 - 40 - self.controls.back:GetSize() - self.controls.save:GetSize() - self.controls.saveAs:GetSize()
local bnw = DrawStringWidth(16, "VAR", self.buildName)
self.strWidth = m_min(bnw, limit)
self.strLimited = bnw > limit
return self.strWidth + 98
end
self.controls.buildName.Draw = function(control)
local x, y = control:GetPos()
local width, height = control:GetSize()
SetDrawColor(0.5, 0.5, 0.5)
DrawImage(nil, x + 91, y, self.strWidth + 6, 20)
SetDrawColor(0, 0, 0)
DrawImage(nil, x + 92, y + 1, self.strWidth + 4, 18)
SetDrawColor(1, 1, 1)
SetViewport(x, y + 2, self.strWidth + 94, 16)
DrawString(0, 0, "LEFT", 16, "VAR", "Current build: "..self.buildName)
SetViewport()
if control:IsMouseInBounds() then
SetDrawLayer(nil, 10)
miscTooltip:Clear()
if self.dbFileSubPath and self.dbFileSubPath ~= "" then
miscTooltip:AddLine(16, self.dbFileSubPath..self.buildName)
elseif self.strLimited then
miscTooltip:AddLine(16, self.buildName)
end
miscTooltip:Draw(x, y, width, height, main.viewPort)
SetDrawLayer(nil, 0)
end
end
self.controls.save = new("ButtonControl", {"LEFT",self.controls.buildName,"RIGHT"}, 8, 0, 50, 20, "Save", function()
self:SaveDBFile()
end)
self.controls.save.enabled = function()
return not self.dbFileName or self.unsaved
end
self.controls.saveAs = new("ButtonControl", {"LEFT",self.controls.save,"RIGHT"}, 8, 0, 70, 20, "Save As", function()
self:OpenSaveAsPopup()
end)
self.controls.saveAs.enabled = function()
return self.dbFileName
end
-- Controls: top bar, right side
self.anchorTopBarRight = new("Control", nil, function() return main.screenW / 2 + 6 end, 4, 0, 20)
self.controls.pointDisplay = new("Control", {"LEFT",self.anchorTopBarRight,"RIGHT"}, -12, 0, 0, 20)
self.controls.pointDisplay.x = function(control)
local width, height = control:GetSize()
if self.controls.saveAs:GetPos() + self.controls.saveAs:GetSize() < self.anchorTopBarRight:GetPos() - width - 16 then
return -12 - width
else
return 0
end
end
self.controls.pointDisplay.width = function(control)
control.str, control.req = self:EstimatePlayerProgress()
return DrawStringWidth(16, "FIXED", control.str) + 8
end
self.controls.pointDisplay.Draw = function(control)
local x, y = control:GetPos()
local width, height = control:GetSize()
SetDrawColor(1, 1, 1)
DrawImage(nil, x, y, width, height)
SetDrawColor(0, 0, 0)
DrawImage(nil, x + 1, y + 1, width - 2, height - 2)
SetDrawColor(1, 1, 1)
DrawString(x + 4, y + 2, "LEFT", 16, "FIXED", control.str)
if control:IsMouseInBounds() then
SetDrawLayer(nil, 10)
miscTooltip:Clear()
miscTooltip:AddLine(16, control.req)
miscTooltip:Draw(x, y, width, height, main.viewPort)
SetDrawLayer(nil, 0)
end
end
self.controls.levelScalingButton = new("ButtonControl", {"LEFT",self.controls.pointDisplay,"RIGHT"}, 12, 0, 50, 20, self.characterLevelAutoMode and "Auto" or "Manual", function()
self.characterLevelAutoMode = not self.characterLevelAutoMode
self.controls.levelScalingButton.label = self.characterLevelAutoMode and "Auto" or "Manual"
self.recalcAdaptiveLevel = true
self.configTab:BuildModList()
self.modFlag = true
self.buildFlag = true
end)
self.controls.characterLevel = new("EditControl", {"LEFT",self.controls.levelScalingButton,"RIGHT"}, 8, 0, 106, 20, "", "Level", "%D", 3, function(buf)
self.characterLevel = m_min(m_max(tonumber(buf) or 1, 1), 100)
self.configTab:BuildModList()
self.modFlag = true
self.buildFlag = true
self.characterLevelAutoMode = false
self.controls.levelScalingButton.label = "Manual"
end)
self.controls.characterLevel:SetText(self.characterLevel)
self.controls.characterLevel.tooltipFunc = function(tooltip)
if tooltip:CheckForUpdate(self.characterLevel) then
tooltip:AddLine(16, "Experience multiplier:")
local playerLevel = self.characterLevel
local safeZone = 3 + m_floor(playerLevel / 16)
for level, expLevel in ipairs(self.data.monsterExperienceLevelMap) do
local diff = m_abs(playerLevel - expLevel) - safeZone
local mult
if diff <= 0 then
mult = 1
else
mult = ((playerLevel + 5) / (playerLevel + 5 + diff ^ 2.5)) ^ 1.5
end
if playerLevel >= 95 then
mult = mult * (1 / (1 + 0.1 * (playerLevel - 94)))
end
if mult > 0.01 then
local line = level
if level >= 68 then
line = line .. string.format(" (Tier %d)", level - 67)
end
line = line .. string.format(": %.1f%%", mult * 100)
tooltip:AddLine(14, line)
end
end
end
end
self.controls.classDrop = new("DropDownControl", {"LEFT",self.controls.characterLevel,"RIGHT"}, 8, 0, 100, 20, nil, function(index, value)
if value.classId ~= self.spec.curClassId then
if self.spec:CountAllocNodes() == 0 or self.spec:IsClassConnected(value.classId) then
self.spec:SelectClass(value.classId)
self.spec:AddUndoState()
self.spec:SetWindowTitleWithBuildClass()
self.buildFlag = true
else
main:OpenConfirmPopup("Class Change", "Changing class to "..value.label.." will reset your passive tree.\nThis can be avoided by connecting one of the "..value.label.." starting nodes to your tree.", "Continue", function()
self.spec:SelectClass(value.classId)
self.spec:AddUndoState()
self.spec:SetWindowTitleWithBuildClass()
self.buildFlag = true
end)
end
end
end)
self.controls.ascendDrop = new("DropDownControl", {"LEFT",self.controls.classDrop,"RIGHT"}, 8, 0, 120, 20, nil, function(index, value)
self.spec:SelectAscendClass(value.ascendClassId)
self.spec:AddUndoState()
self.spec:SetWindowTitleWithBuildClass()
self.buildFlag = true
end)
-- List of display stats
-- This defines the stats in the side bar, and also which stats show in node/item comparisons
-- This may be user-customisable in the future
self.displayStats = {
{ stat = "ActiveMinionLimit", label = "Active Minion Limit", fmt = "d" },
{ stat = "AverageHit", label = "Average Hit", fmt = ".1f", compPercent = true },
{ stat = "PvpAverageHit", label = "PvP Average Hit", fmt = ".1f", compPercent = true, flag = "isPvP" },
{ stat = "AverageDamage", label = "Average Damage", fmt = ".1f", compPercent = true, flag = "attack" },
{ stat = "AverageDamage", label = "Average Damage", fmt = ".1f", compPercent = true, flag = "monsterExplode", condFunc = function(v,o) return o.HitChance ~= 100 end },
{ stat = "AverageBurstDamage", label = "Average Burst Damage", fmt = ".1f", compPercent = true, condFunc = function(v,o) return o.AverageBurstHits and o.AverageBurstHits > 1 and v > 0 end },
{ stat = "PvpAverageDamage", label = "PvP Average Damage", fmt = ".1f", compPercent = true, flag = "attackPvP" },
{ stat = "Speed", label = "Attack Rate", fmt = ".2f", compPercent = true, flag = "attack", condFunc = function(v,o) return v > 0 and (o.TriggerTime or 0) == 0 end },
{ stat = "Speed", label = "Cast Rate", fmt = ".2f", compPercent = true, flag = "spell", condFunc = function(v,o) return v > 0 and (o.TriggerTime or 0) == 0 end },
{ stat = "Speed", label = "Effective Trigger Rate", fmt = ".2f", compPercent = true, condFunc = function(v,o) return (o.TriggerTime or 0) ~= 0 end },
{ stat = "WarcryCastTime", label = "Cast Time", fmt = ".2fs", compPercent = true, lowerIsBetter = true, flag = "warcry" },
{ stat = "HitSpeed", label = "Hit Rate", fmt = ".2f", compPercent = true, condFunc = function(v,o) return not o.TriggerTime end },
{ stat = "HitTime", label = "Channel Time", fmt = ".2fs", compPercent = true, flag = "channelRelease", lowerIsBetter = true, condFunc = function(v,o) return not o.TriggerTime end },
{ stat = "ChannelTimeToTrigger", label = "Channel Time", fmt = ".2fs", compPercent = true, lowerIsBetter = true, },
{ stat = "TrapThrowingTime", label = "Trap Throwing Time", fmt = ".2fs", compPercent = true, lowerIsBetter = true, },
{ stat = "TrapCooldown", label = "Trap Cooldown", fmt = ".3fs", lowerIsBetter = true },
{ stat = "MineLayingTime", label = "Mine Throwing Time", fmt = ".2fs", compPercent = true, lowerIsBetter = true, },
{ stat = "TotemPlacementTime", label = "Totem Placement Time", fmt = ".2fs", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return not o.TriggerTime end },
{ stat = "PreEffectiveCritChance", label = "Crit Chance", fmt = ".2f%%" },
{ stat = "CritChance", label = "Effective Crit Chance", fmt = ".2f%%", condFunc = function(v,o) return v ~= o.PreEffectiveCritChance end },
{ stat = "CritMultiplier", label = "Crit Multiplier", fmt = "d%%", pc = true, condFunc = function(v,o) return (o.CritChance or 0) > 0 end },
{ stat = "HitChance", label = "Hit Chance", fmt = ".0f%%", flag = "attack" },
{ stat = "HitChance", label = "Hit Chance", fmt = ".0f%%", condFunc = function(v,o) return o.enemyHasSpellBlock end },
{ stat = "TotalDPS", label = "Hit DPS", fmt = ".1f", compPercent = true, flag = "notAverage" },
{ stat = "PvpTotalDPS", label = "PvP Hit DPS", fmt = ".1f", compPercent = true, flag = "notAveragePvP" },
{ stat = "TotalDPS", label = "Hit DPS", fmt = ".1f", compPercent = true, flag = "showAverage", condFunc = function(v,o) return (o.TriggerTime or 0) ~= 0 end },
{ stat = "TotalDot", label = "DoT DPS", fmt = ".1f", compPercent = true },
{ stat = "WithDotDPS", label = "Total DPS inc. DoT", fmt = ".1f", compPercent = true, flag = "notAverage", condFunc = function(v,o) return v ~= o.TotalDPS and (o.PoisonDPS or 0) == 0 and (o.IgniteDPS or 0) == 0 and (o.ImpaleDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "BleedDPS", label = "Bleed DPS", fmt = ".1f", compPercent = true, warnFunc = function(v) return v >= data.misc.DotDpsCap and "Bleed DPS exceeds in game limit" end },
{ stat = "CorruptingBloodDPS", label = "Corrupting Blood DPS", fmt = ".1f", compPercent = true, warnFunc = function(v,o) return v >= data.misc.DotDpsCap and "Corrupting Blood DPS exceeds in game limit" end },
{ stat = "BleedDamage", label = "Total Damage per Bleed", fmt = ".1f", compPercent = true, flag = "showAverage" },
{ stat = "WithBleedDPS", label = "Total DPS inc. Bleed", fmt = ".1f", compPercent = true, flag = "notAverage", condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.PoisonDPS or 0) == 0 and (o.ImpaleDPS or 0) == 0 and (o.IgniteDPS or 0) == 0 end },
{ stat = "IgniteDPS", label = "Ignite DPS", fmt = ".1f", compPercent = true, warnFunc = function(v) return v >= data.misc.DotDpsCap and "Ignite DPS exceeds in game limit" end },
{ stat = "IgniteDamage", label = "Total Damage per Ignite", fmt = ".1f", compPercent = true, flag = "showAverage" },
{ stat = "BurningGroundDPS", label = "Burning Ground DPS", fmt = ".1f", compPercent = true, warnFunc = function(v,o) return v >= data.misc.DotDpsCap and "Burning Ground DPS exceeds in game limit" end },
{ stat = "WithIgniteDPS", label = "Total DPS inc. Ignite", fmt = ".1f", compPercent = true, flag = "notAverage", condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.PoisonDPS or 0) == 0 and (o.ImpaleDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "WithIgniteAverageDamage", label = "Average Dmg. inc. Ignite", fmt = ".1f", compPercent = true },
{ stat = "PoisonDPS", label = "Poison DPS", fmt = ".1f", compPercent = true, warnFunc = function(v) return v >= data.misc.DotDpsCap and "Poison DPS exceeds in game limit" end },
{ stat = "CausticGroundDPS", label = "Caustic Ground DPS", fmt = ".1f", compPercent = true, warnFunc = function(v,o) return v >= data.misc.DotDpsCap and "Caustic Ground DPS exceeds in game limit" end },
{ stat = "PoisonDamage", label = "Total Damage per Poison", fmt = ".1f", compPercent = true },
{ stat = "WithPoisonDPS", label = "Total DPS inc. Poison", fmt = ".1f", compPercent = true, flag = "poison", flag = "notAverage", condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.IgniteDPS or 0) == 0 and (o.ImpaleDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "DecayDPS", label = "Decay DPS", fmt = ".1f", compPercent = true },
{ stat = "TotalDotDPS", label = "Total DoT DPS", fmt = ".1f", compPercent = true, condFunc = function(v,o) return o.showTotalDotDPS or ( v ~= o.TotalDot and v ~= o.TotalPoisonDPS and v ~= o.CausticGroundDPS and v ~= (o.TotalIgniteDPS or o.IgniteDPS) and v ~= o.BurningGroundDPS and v ~= o.BleedDPS and v~= o.CorruptingBloodDPS ) end, warnFunc = function(v) return v >= data.misc.DotDpsCap and "DoT DPS exceeds in game limit" end },
{ stat = "ImpaleDPS", label = "Impale Damage", fmt = ".1f", compPercent = true, flag = "impale", flag = "showAverage" },
{ stat = "WithImpaleDPS", label = "Damage inc. Impale", fmt = ".1f", compPercent = true, flag = "impale", flag = "showAverage", condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.IgniteDPS or 0) == 0 and (o.PoisonDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "ImpaleDPS", label = "Impale DPS", fmt = ".1f", compPercent = true, flag = "impale", flag = "notAverage" },
{ stat = "WithImpaleDPS", label = "Total DPS inc. Impale", fmt = ".1f", compPercent = true, flag = "impale", flag = "notAverage", condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.IgniteDPS or 0) == 0 and (o.PoisonDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "MirageDPS", label = "Total Mirage DPS", fmt = ".1f", compPercent = true, condFunc = function(v,o) return v > 0 end },
{ stat = "CullingDPS", label = "Culling DPS", fmt = ".1f", compPercent = true, condFunc = function(v,o) return (o.CullingDPS or 0) > 0 end },
{ stat = "ReservationDPS", label = "Reservation DPS", fmt = ".1f", compPercent = true, condFunc = function(v,o) return (o.ReservationDPS or 0) > 0 end },
{ stat = "CombinedDPS", label = "Combined DPS", fmt = ".1f", compPercent = true, flag = "notAverage", condFunc = function(v,o) return v ~= ((o.TotalDPS or 0) + (o.TotalDot or 0)) and v ~= o.WithImpaleDPS and ( o.showTotalDotDPS or ( v ~= o.WithPoisonDPS and v ~= o.WithIgniteDPS and v ~= o.WithBleedDPS ) ) end },
{ stat = "CombinedAvg", label = "Combined Total Damage", fmt = ".1f", compPercent = true, flag = "showAverage", condFunc = function(v,o) return (v ~= o.AverageDamage and (o.TotalDot or 0) == 0) and (v ~= o.WithPoisonDPS or v ~= o.WithIgniteDPS or v ~= o.WithBleedDPS) end },
{ stat = "ExplodeChance", label = "Total Explode Chance", fmt = ".0f%%" },
{ stat = "CombinedAvgToMonsterLife", label = "Enemy Life Equivalent", fmt = ".1f%%" },
{ stat = "Cooldown", label = "Skill Cooldown", fmt = ".3fs", lowerIsBetter = true },
{ stat = "SealCooldown", label = "Seal Gain Frequency", fmt = ".2fs", lowerIsBetter = true },
{ stat = "SealMax", label = "Max Number of Seals", fmt = "d" },
{ stat = "TimeMaxSeals", label = "Time to Gain Max Seals", fmt = ".2fs", lowerIsBetter = true },
{ stat = "AreaOfEffectRadius", label = "AoE Radius", fmt = "d" },
{ stat = "BrandAttachmentRange", label = "Attachment Range", fmt = "d", flag = "brand" },
{ stat = "BrandTicks", label = "Activations per Brand", fmt = "d", flag = "brand" },
{ stat = "ManaCost", label = "Mana Cost", fmt = "d", color = colorCodes.MANA, pool = "ManaUnreserved", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaHasCost end },
{ stat = "ManaPercentCost", label = "Mana Cost", fmt = "d%%", color = colorCodes.MANA, pool = "ManaUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaPercentHasCost end },
{ stat = "ManaPerSecondCost", label = "Mana Cost per second", fmt = ".2f", color = colorCodes.MANA, pool = "ManaUnreserved", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaPerSecondHasCost end },
{ stat = "ManaPercentPerSecondCost", label = "Mana Cost per second", fmt = ".2f%%", color = colorCodes.MANA, pool = "ManaUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ManaPercentPerSecondHasCost end },
{ stat = "LifeCost", label = "Life Cost", fmt = "d", color = colorCodes.LIFE, pool = "LifeUnreserved", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifeHasCost end },
{ stat = "LifePercentCost", label = "Life Cost", fmt = "d%%", color = colorCodes.LIFE, pool = "LifeUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifePercentHasCost end },
{ stat = "LifePerSecondCost", label = "Life Cost per second", fmt = ".2f", color = colorCodes.LIFE, pool = "LifeUnreserved", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifePerSecondHasCost end },
{ stat = "LifePercentPerSecondCost", label = "Life Cost per second", fmt = ".2f%%", color = colorCodes.LIFE, pool = "LifeUnreservedPercent", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.LifePercentPerSecondHasCost end },
{ stat = "ESCost", label = "Energy Shield Cost", fmt = "d", color = colorCodes.ES, pool = "EnergyShield", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ESHasCost end },
{ stat = "ESPerSecondCost", label = "ES Cost per second", fmt = ".2f", color = colorCodes.ES, pool = "EnergyShield", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ESPerSecondHasCost end },
{ stat = "ESPercentPerSecondCost", label = "ES Cost per second", fmt = ".2f%%", color = colorCodes.ES, compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.ESPercentPerSecondHasCost end },
{ stat = "RageCost", label = "Rage Cost", fmt = "d", color = colorCodes.RAGE, pool = "Rage", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.RageHasCost end },
{ stat = "RagePerSecondCost", label = "Rage Cost per second", fmt = ".2f", color = colorCodes.RAGE, pool = "Rage", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.RagePerSecondHasCost end },
{ stat = "SoulCost", label = "Soul Cost", fmt = "d", color = colorCodes.RAGE, pool = "Soul", compPercent = true, lowerIsBetter = true, condFunc = function(v,o) return o.SoulHasCost end },
{ },
{ stat = "Str", label = "Strength", color = colorCodes.STRENGTH, fmt = "d" },
{ stat = "ReqStr", label = "Strength Required", color = colorCodes.STRENGTH, fmt = "d", lowerIsBetter = true, condFunc = function(v,o) return v > o.Str end, warnFunc = function(v) return "You do not meet the Strength requirement" end },
{ stat = "Dex", label = "Dexterity", color = colorCodes.DEXTERITY, fmt = "d" },
{ stat = "ReqDex", label = "Dexterity Required", color = colorCodes.DEXTERITY, fmt = "d", lowerIsBetter = true, condFunc = function(v,o) return v > o.Dex end, warnFunc = function(v) return "You do not meet the Dexterity requirement" end },
{ stat = "Int", label = "Intelligence", color = colorCodes.INTELLIGENCE, fmt = "d" },
{ stat = "ReqInt", label = "Intelligence Required", color = colorCodes.INTELLIGENCE, fmt = "d", lowerIsBetter = true, condFunc = function(v,o) return v > o.Int end, warnFunc = function(v) return "You do not meet the Intelligence requirement" end },
{ stat = "Omni", label = "Omniscience", color = colorCodes.RARE, fmt = "d" },
{ stat = "ReqOmni", label = "Omniscience Required", color = colorCodes.RARE, fmt = "d", lowerIsBetter = true, condFunc = function(v,o) return v > (o.Omni or 0) end, warnFunc = function(v) return "You do not meet the Omniscience requirement" end },
{ },
{ stat = "Devotion", label = "Devotion", color = colorCodes.RARE, fmt = "d" },
{ },
{ stat = "TotalEHP", label = "Effective Hit Pool", fmt = ".0f", compPercent = true },
{ stat = "PvPTotalTakenHit", label = "PvP Hit Taken", fmt = ".1f", flag = "isPvP", lowerIsBetter = true },
{ stat = "PhysicalMaximumHitTaken", label = "Phys Max Hit", fmt = ".0f", color = colorCodes.PHYS, compPercent = true, },
{ stat = "LightningMaximumHitTaken", label = "Elemental Max Hit", fmt = ".0f", color = colorCodes.LIGHTNING, compPercent = true, condFunc = function(v,o) return o.LightningMaximumHitTaken == o.ColdMaximumHitTaken and o.LightningMaximumHitTaken == o.FireMaximumHitTaken end },
{ stat = "FireMaximumHitTaken", label = "Fire Max Hit", fmt = ".0f", color = colorCodes.FIRE, compPercent = true, condFunc = function(v,o) return o.LightningMaximumHitTaken ~= o.ColdMaximumHitTaken or o.LightningMaximumHitTaken ~= o.FireMaximumHitTaken end },
{ stat = "ColdMaximumHitTaken", label = "Cold Max Hit", fmt = ".0f", color = colorCodes.COLD, compPercent = true, condFunc = function(v,o) return o.LightningMaximumHitTaken ~= o.ColdMaximumHitTaken or o.LightningMaximumHitTaken ~= o.FireMaximumHitTaken end },
{ stat = "LightningMaximumHitTaken", label = "Lightning Max Hit", fmt = ".0f", color = colorCodes.LIGHTNING, compPercent = true, condFunc = function(v,o) return o.LightningMaximumHitTaken ~= o.ColdMaximumHitTaken or o.LightningMaximumHitTaken ~= o.FireMaximumHitTaken end },
{ stat = "ChaosMaximumHitTaken", label = "Chaos Max Hit", fmt = ".0f", color = colorCodes.CHAOS, compPercent = true },
{ },
{ stat = "Life", label = "Total Life", fmt = "d", color = colorCodes.LIFE, compPercent = true },
{ stat = "Spec:LifeInc", label = "%Inc Life from Tree", fmt = "d%%", color = colorCodes.LIFE, condFunc = function(v,o) return v > 0 and o.Life > 1 end },
{ stat = "LifeUnreserved", label = "Unreserved Life", fmt = "d", color = colorCodes.LIFE, condFunc = function(v,o) return v < o.Life end, compPercent = true, warnFunc = function(v) return v <= 0 and "Your unreserved Life is below 1" end },
{ stat = "LifeRecoverable", label = "Life Recoverable", fmt = "d", color = colorCodes.LIFE, condFunc = function(v,o) return v < o.LifeUnreserved end, },
{ stat = "LifeUnreservedPercent", label = "Unreserved Life", fmt = "d%%", color = colorCodes.LIFE, condFunc = function(v,o) return v < 100 end },
{ stat = "LifeRegenRecovery", label = "Life Regen", fmt = ".1f", color = colorCodes.LIFE, condFunc = function(v,o) return o.LifeRecovery <= 0 and o.LifeRegenRecovery ~= 0 end },
{ stat = "LifeRegenRecovery", label = "Life Recovery", fmt = ".1f", color = colorCodes.LIFE, condFunc = function(v,o) return o.LifeRecovery > 0 and o.LifeRegenRecovery ~= 0 end },
{ stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", color = colorCodes.LIFE, compPercent = true },
{ stat = "LifeLeechGainPerHit", label = "Life Leech/Gain per Hit", fmt = ".1f", color = colorCodes.LIFE, compPercent = true },
{ },
{ stat = "Mana", label = "Total Mana", fmt = "d", color = colorCodes.MANA, compPercent = true },
{ stat = "Spec:ManaInc", label = "%Inc Mana from Tree", color = colorCodes.MANA, fmt = "d%%" },
{ stat = "ManaUnreserved", label = "Unreserved Mana", fmt = "d", color = colorCodes.MANA, condFunc = function(v,o) return v < o.Mana end, compPercent = true, warnFunc = function(v) return v < 0 and "Your unreserved Mana is negative" end },
{ stat = "ManaUnreservedPercent", label = "Unreserved Mana", fmt = "d%%", color = colorCodes.MANA, condFunc = function(v,o) return v < 100 end },
{ stat = "ManaRegenRecovery", label = "Mana Regen", fmt = ".1f", color = colorCodes.MANA, condFunc = function(v,o) return o.ManaRecovery <= 0 and o.ManaRegenRecovery ~= 0 end },
{ stat = "ManaRegenRecovery", label = "Mana Recovery", fmt = ".1f", color = colorCodes.MANA, condFunc = function(v,o) return o.ManaRecovery > 0 and o.ManaRegenRecovery ~= 0 end },
{ stat = "ManaLeechGainRate", label = "Mana Leech/On Hit Rate", fmt = ".1f", color = colorCodes.MANA, compPercent = true },
{ stat = "ManaLeechGainPerHit", label = "Mana Leech/Gain per Hit", fmt = ".1f", color = colorCodes.MANA, compPercent = true },
{ },
{ stat = "EnergyShield", label = "Energy Shield", fmt = "d", color = colorCodes.ES, compPercent = true },
{ stat = "EnergyShieldRecoveryCap", label = "Recoverable ES", color = colorCodes.ES, fmt = "d", condFunc = function(v,o) return o.CappingES end },
{ stat = "Spec:EnergyShieldInc", label = "%Inc ES from Tree", color = colorCodes.ES, fmt = "d%%" },
{ stat = "EnergyShieldRegenRecovery", label = "ES Regen", color = colorCodes.ES, fmt = ".1f", condFunc = function(v,o) return o.EnergyShieldRecovery <= 0 and o.EnergyShieldRegenRecovery ~= 0 end },
{ stat = "EnergyShieldRegenRecovery", label = "ES Recovery", color = colorCodes.ES, fmt = ".1f", condFunc = function(v,o) return o.EnergyShieldRecovery > 0 and o.EnergyShieldRegenRecovery ~= 0 end },
{ stat = "EnergyShieldLeechGainRate", label = "ES Leech/On Hit Rate", color = colorCodes.ES, fmt = ".1f", compPercent = true },
{ stat = "EnergyShieldLeechGainPerHit", label = "ES Leech/Gain per Hit", color = colorCodes.ES, fmt = ".1f", compPercent = true },
{ },
{ stat = "Ward", label = "Ward", fmt = "d", color = colorCodes.WARD, compPercent = true },
{ },
{ stat = "Rage", label = "Rage", fmt = "d", color = colorCodes.RAGE, compPercent = true },
{ stat = "RageRegenRecovery", label = "Rage Regen", fmt = ".1f", color = colorCodes.RAGE, compPercent = true },
{ },
{ stat = "TotalDegen", label = "Total Degen", fmt = ".1f", lowerIsBetter = true },
{ stat = "TotalNetRegen", label = "Total Net Recovery", fmt = "+.1f" },
{ stat = "NetLifeRegen", label = "Net Life Recovery", fmt = "+.1f", color = colorCodes.LIFE },
{ stat = "NetManaRegen", label = "Net Mana Recovery", fmt = "+.1f", color = colorCodes.MANA },
{ stat = "NetEnergyShieldRegen", label = "Net ES Recovery", fmt = "+.1f", color = colorCodes.ES },
{ },
{ stat = "Evasion", label = "Evasion rating", fmt = "d", color = colorCodes.EVASION, compPercent = true },
{ stat = "Spec:EvasionInc", label = "%Inc Evasion from Tree", color = colorCodes.EVASION, fmt = "d%%" },
{ stat = "MeleeEvadeChance", label = "Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance == o.ProjectileEvadeChance end },
{ stat = "MeleeEvadeChance", label = "Melee Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance ~= o.ProjectileEvadeChance end },
{ stat = "ProjectileEvadeChance", label = "Projectile Evade Chance", fmt = "d%%", color = colorCodes.EVASION, condFunc = function(v,o) return v > 0 and o.MeleeEvadeChance ~= o.ProjectileEvadeChance end },
{ },
{ stat = "Armour", label = "Armour", fmt = "d", compPercent = true },
{ stat = "Spec:ArmourInc", label = "%Inc Armour from Tree", fmt = "d%%" },
{ stat = "PhysicalDamageReduction", label = "Phys. Damage Reduction", fmt = "d%%", condFunc = function() return true end },
{ },
{ stat = "BlockChance", label = "Block Chance", fmt = "d%%", overCapStat = "BlockChanceOverCap" },
{ stat = "SpellBlockChance", label = "Spell Block Chance", fmt = "d%%", overCapStat = "SpellBlockChanceOverCap" },
{ stat = "AttackDodgeChance", label = "Attack Dodge Chance", fmt = "d%%", overCapStat = "AttackDodgeChanceOverCap" },
{ stat = "SpellDodgeChance", label = "Spell Dodge Chance", fmt = "d%%", overCapStat = "SpellDodgeChanceOverCap" },
{ stat = "SpellSuppressionChance", label = "Spell Suppression Chance", fmt = "d%%", overCapStat = "SpellSuppressionChanceOverCap" },
{ },
{ stat = "FireResist", label = "Fire Resistance", fmt = "d%%", color = colorCodes.FIRE, condFunc = function() return true end, overCapStat = "FireResistOverCap"},
{ stat = "FireResistOverCap", label = "Fire Res. Over Max", fmt = "d%%", hideStat = true },
{ stat = "ColdResist", label = "Cold Resistance", fmt = "d%%", color = colorCodes.COLD, condFunc = function() return true end, overCapStat = "ColdResistOverCap" },
{ stat = "ColdResistOverCap", label = "Cold Res. Over Max", fmt = "d%%", hideStat = true },
{ stat = "LightningResist", label = "Lightning Resistance", fmt = "d%%", color = colorCodes.LIGHTNING, condFunc = function() return true end, overCapStat = "LightningResistOverCap" },
{ stat = "LightningResistOverCap", label = "Lightning Res. Over Max", fmt = "d%%", hideStat = true },
{ stat = "ChaosResist", label = "Chaos Resistance", fmt = "d%%", color = colorCodes.CHAOS, condFunc = function(v,o) return not o.ChaosInoculation end, overCapStat = "ChaosResistOverCap" },
{ stat = "ChaosResistOverCap", label = "Chaos Res. Over Max", fmt = "d%%", hideStat = true },
{ label = "Chaos Resistance", val = "Immune", labelStat = "ChaosResist", color = colorCodes.CHAOS, condFunc = function(o) return o.ChaosInoculation end },
{ },
{ stat = "EffectiveMovementSpeedMod", label = "Movement Speed Modifier", fmt = "+d%%", mod = true, condFunc = function() return true end },
{ },
{ stat = "FullDPS", label = "Full DPS", fmt = ".1f", color = colorCodes.CURRENCY, compPercent = true },
{ stat = "FullDotDPS", label = "Full Dot DPS", fmt = ".1f", color = colorCodes.CURRENCY, compPercent = true, condFunc = function (v) return v >= data.misc.DotDpsCap end, warnFunc = function (v) return "Full Dot DPS exceeds in game limit" end },
{ },
{ stat = "SkillDPS", label = "Skill DPS", condFunc = function() return true end },
}
self.minionDisplayStats = {
{ stat = "AverageDamage", label = "Average Damage", fmt = ".1f", compPercent = true },
{ stat = "Speed", label = "Attack/Cast Rate", fmt = ".2f", compPercent = true, condFunc = function(v,o) return v > 0 and (o.TriggerTime or 0) == 0 end },
{ stat = "HitSpeed", label = "Hit Rate", fmt = ".2f" },
{ stat = "Speed", label = "Effective Trigger Rate", fmt = ".2f", compPercent = true, condFunc = function(v,o) return (o.TriggerTime or 0) ~= 0 end },
{ stat = "TotalDPS", label = "Hit DPS", fmt = ".1f", compPercent = true },
{ stat = "TotalDot", label = "DoT DPS", fmt = ".1f", compPercent = true },
{ stat = "WithDotDPS", label = "Total DPS inc. DoT", fmt = ".1f", compPercent = true, condFunc = function(v,o) return v ~= o.TotalDPS and (o.PoisonDPS or 0) == 0 and (o.IgniteDPS or 0) == 0 and (o.ImpaleDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "BleedDPS", label = "Bleed DPS", fmt = ".1f", compPercent = true, warnFunc = function(v) return v >= data.misc.DotDpsCap and "Minion Bleed DPS exceeds in game limit" end },
{ stat = "WithBleedDPS", label = "Total DPS inc. Bleed", fmt = ".1f", compPercent = true, condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.PoisonDPS or 0) == 0 and (o.ImpaleDPS or 0) == 0 and (o.IgniteDPS or 0) == 0 end },
{ stat = "IgniteDPS", label = "Ignite DPS", fmt = ".1f", compPercent = true, warnFunc = function(v) return v >= data.misc.DotDpsCap and "Minion Ignite DPS exceeds in game limit" end },
{ stat = "WithIgniteDPS", label = "Total DPS inc. Ignite", fmt = ".1f", compPercent = true, condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.PoisonDPS or 0) == 0 and (o.ImpaleDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "PoisonDPS", label = "Poison DPS", fmt = ".1f", compPercent = true, warnFunc = function(v) return v >= data.misc.DotDpsCap and "Minion Poison dps exceeds in game limit" end },
{ stat = "PoisonDamage", label = "Total Damage per Poison", fmt = ".1f", compPercent = true },
{ stat = "WithPoisonDPS", label = "Total DPS inc. Poison", fmt = ".1f", compPercent = true, condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.IgniteDPS or 0) == 0 and (o.ImpaleDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "DecayDPS", label = "Decay DPS", fmt = ".1f", compPercent = true },
{ stat = "TotalDotDPS", label = "Total DoT DPS", fmt = ".1f", compPercent = true, condFunc = function(v,o) return v ~= o.TotalDot and v ~= o.ImpaleDPS and v ~= o.TotalPoisonDPS and v ~= (o.TotalIgniteDPS or o.IgniteDPS) and v ~= o.BleedDPS end, warnFunc = function(v) return v >= data.misc.DotDpsCap and "Minion DoT DPS exceeds in game limit" end },
{ stat = "ImpaleDPS", label = "Impale DPS", fmt = ".1f", compPercent = true, flag = "impale" },
{ stat = "WithImpaleDPS", label = "Total DPS inc. Impale", fmt = ".1f", compPercent = true, flag = "impale", condFunc = function(v,o) return v ~= o.TotalDPS and (o.TotalDot or 0) == 0 and (o.IgniteDPS or 0) == 0 and (o.PoisonDPS or 0) == 0 and (o.BleedDPS or 0) == 0 end },
{ stat = "CullingDPS", label = "Culling DPS", fmt = ".1f", compPercent = true, condFunc = function(v,o) return (o.CullingDPS or 0) > 0 end },
{ stat = "ReservationDPS", label = "Reservation DPS", fmt = ".1f", compPercent = true, condFunc = function(v,o) return (o.ReservationDPS or 0) > 0 end },
{ stat = "CombinedDPS", label = "Combined DPS", fmt = ".1f", compPercent = true, condFunc = function(v,o) return v ~= ((o.TotalDPS or 0) + (o.TotalDot or 0)) and v ~= o.WithImpaleDPS and v ~= o.WithPoisonDPS and v ~= o.WithIgniteDPS and v ~= o.WithBleedDPS end},
{ stat = "Cooldown", label = "Skill Cooldown", fmt = ".3fs", lowerIsBetter = true },
{ stat = "Life", label = "Total Life", fmt = ".1f", color = colorCodes.LIFE, compPercent = true },
{ stat = "LifeRegenRecovery", label = "Life Recovery", fmt = ".1f", color = colorCodes.LIFE },
{ stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", color = colorCodes.LIFE, compPercent = true },
{ stat = "EnergyShield", label = "Energy Shield", fmt = "d", color = colorCodes.ES, compPercent = true },
{ stat = "EnergyShieldRegenRecovery", label = "ES Recovery", fmt = ".1f", color = colorCodes.ES },
{ stat = "EnergyShieldLeechGainRate", label = "ES Leech/On Hit Rate", fmt = ".1f", color = colorCodes.ES, compPercent = true },
}
self.extraSaveStats = {
"PowerCharges",
"PowerChargesMax",
"FrenzyCharges",
"FrenzyChargesMax",
"EnduranceCharges",
"EnduranceChargesMax",
"ActiveTotemLimit",
"ActiveMinionLimit",
}
if buildName == "~~temp~~" then
-- Remove temporary build file
os.remove(self.dbFileName)
self.buildName = "Unnamed build"
self.dbFileName = false
self.dbFileSubPath = nil
self.modFlag = true
end
-- Controls: Side bar
self.anchorSideBar = new("Control", nil, 4, 36, 0, 0)
self.controls.modeImport = new("ButtonControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 0, 134, 20, "Import/Export Build", function()
self.viewMode = "IMPORT"
end)
self.controls.modeImport.locked = function() return self.viewMode == "IMPORT" end
self.controls.modeNotes = new("ButtonControl", {"LEFT",self.controls.modeImport,"RIGHT"}, 4, 0, 58, 20, "Notes", function()
self.viewMode = "NOTES"
end)
self.controls.modeNotes.locked = function() return self.viewMode == "NOTES" end
self.controls.modeConfig = new("ButtonControl", {"TOPRIGHT",self.anchorSideBar,"TOPLEFT"}, 300, 0, 100, 20, "Configuration", function()
self.viewMode = "CONFIG"
end)
self.controls.modeConfig.locked = function() return self.viewMode == "CONFIG" end
self.controls.modeTree = new("ButtonControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 26, 72, 20, "Tree", function()
self.viewMode = "TREE"
end)
self.controls.modeTree.locked = function() return self.viewMode == "TREE" end
self.controls.modeSkills = new("ButtonControl", {"LEFT",self.controls.modeTree,"RIGHT"}, 4, 0, 72, 20, "Skills", function()
self.viewMode = "SKILLS"
end)
self.controls.modeSkills.locked = function() return self.viewMode == "SKILLS" end
self.controls.modeItems = new("ButtonControl", {"LEFT",self.controls.modeSkills,"RIGHT"}, 4, 0, 72, 20, "Items", function()
self.viewMode = "ITEMS"
end)
self.controls.modeItems.locked = function() return self.viewMode == "ITEMS" end
self.controls.modeCalcs = new("ButtonControl", {"LEFT",self.controls.modeItems,"RIGHT"}, 4, 0, 72, 20, "Calcs", function()
self.viewMode = "CALCS"
end)
self.controls.modeCalcs.locked = function() return self.viewMode == "CALCS" end
self.controls.modeParty = new("ButtonControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 52, 72, 20, "Party", function()
self.viewMode = "PARTY"
end)
self.controls.modeParty.locked = function() return self.viewMode == "PARTY" end
-- Skills
self.controls.mainSkillLabel = new("LabelControl", {"TOPLEFT",self.anchorSideBar,"TOPLEFT"}, 0, 80, 300, 16, "^7Main Skill:")
self.controls.mainSocketGroup = new("DropDownControl", {"TOPLEFT",self.controls.mainSkillLabel,"BOTTOMLEFT"}, 0, 2, 300, 18, nil, function(index, value)
self.mainSocketGroup = index
self.modFlag = true
self.buildFlag = true
end)
self.controls.mainSocketGroup.maxDroppedWidth = 500
self.controls.mainSocketGroup.tooltipFunc = function(tooltip, mode, index, value)
local socketGroup = self.skillsTab.socketGroupList[index]
if socketGroup and tooltip:CheckForUpdate(socketGroup, self.outputRevision) then
self.skillsTab:AddSocketGroupTooltip(tooltip, socketGroup)
end
end
self.controls.mainSkill = new("DropDownControl", {"TOPLEFT",self.controls.mainSocketGroup,"BOTTOMLEFT"}, 0, 2, 300, 18, nil, function(index, value)
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
mainSocketGroup.mainActiveSkill = index
self.modFlag = true
self.buildFlag = true
end)
self.controls.mainSkillPart = new("DropDownControl", {"TOPLEFT",self.controls.mainSkill,"BOTTOMLEFT",true}, 0, 2, 300, 18, nil, function(index, value)
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
local srcInstance = mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeEffect.srcInstance
srcInstance.skillPart = index
self.modFlag = true
self.buildFlag = true
end)
self.controls.mainSkillStageCountLabel = new("LabelControl", {"TOPLEFT",self.controls.mainSkillPart,"BOTTOMLEFT",true}, 0, 3, 0, 16, "^7Stages:") {
shown = function()
return self.controls.mainSkillStageCount:IsShown()
end,
}
self.controls.mainSkillStageCount = new("EditControl", {"LEFT",self.controls.mainSkillStageCountLabel,"RIGHT",true}, 2, 0, 60, 18, nil, nil, "%D", nil, function(buf)
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
local srcInstance = mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeEffect.srcInstance
srcInstance.skillStageCount = tonumber(buf)
self.modFlag = true
self.buildFlag = true
end)
self.controls.mainSkillMineCountLabel = new("LabelControl", {"TOPLEFT",self.controls.mainSkillStageCountLabel,"BOTTOMLEFT",true}, 0, 3, 0, 16, "^7Active Mines:") {
shown = function()
return self.controls.mainSkillMineCount:IsShown()
end,
}
self.controls.mainSkillMineCount = new("EditControl", {"LEFT",self.controls.mainSkillMineCountLabel,"RIGHT",true}, 2, 0, 60, 18, nil, nil, "%D", nil, function(buf)
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
local srcInstance = mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeEffect.srcInstance
srcInstance.skillMineCount = tonumber(buf)
self.modFlag = true
self.buildFlag = true
end)
self.controls.mainSkillMinion = new("DropDownControl", {"TOPLEFT",self.controls.mainSkillMineCountLabel,"BOTTOMLEFT",true}, 0, 3, 178, 18, nil, function(index, value)
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
local srcInstance = mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeEffect.srcInstance
if value.itemSetId then
srcInstance.skillMinionItemSet = value.itemSetId
else
srcInstance.skillMinion = value.minionId
end
self.modFlag = true
self.buildFlag = true
end)
function self.controls.mainSkillMinion.CanReceiveDrag(control, type, value)
if type == "Item" and control.list[control.selIndex] and control.list[control.selIndex].itemSetId then
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
local minionUses = mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeEffect.grantedEffect.minionUses
return minionUses and minionUses[value:GetPrimarySlot()] -- O_O
end
end
function self.controls.mainSkillMinion.ReceiveDrag(control, type, value, source)
self.itemsTab:EquipItemInSet(value, control.list[control.selIndex].itemSetId)
end
function self.controls.mainSkillMinion.tooltipFunc(tooltip, mode, index, value)
tooltip:Clear()
if value.itemSetId then
self.itemsTab:AddItemSetTooltip(tooltip, self.itemsTab.itemSets[value.itemSetId])
tooltip:AddSeparator(14)
tooltip:AddLine(14, colorCodes.TIP.."Tip: You can drag items from the Items tab onto this dropdown to equip them onto the minion.")
end
end
self.controls.mainSkillMinionLibrary = new("ButtonControl", {"LEFT",self.controls.mainSkillMinion,"RIGHT"}, 2, 0, 120, 18, "Manage Spectres...", function()
self:OpenSpectreLibrary()
end)
self.controls.mainSkillMinionSkill = new("DropDownControl", {"TOPLEFT",self.controls.mainSkillMinion,"BOTTOMLEFT",true}, 0, 2, 200, 16, nil, function(index, value)
local mainSocketGroup = self.skillsTab.socketGroupList[self.mainSocketGroup]
local srcInstance = mainSocketGroup.displaySkillList[mainSocketGroup.mainActiveSkill].activeEffect.srcInstance
srcInstance.skillMinionSkill = index
self.modFlag = true
self.buildFlag = true
end)
self.controls.statBoxAnchor = new("Control", {"TOPLEFT",self.controls.mainSkillMinionSkill,"BOTTOMLEFT",true}, 0, 2, 0, 0)
self.controls.statBox = new("TextListControl", {"TOPLEFT",self.controls.statBoxAnchor,"BOTTOMLEFT"}, 0, 2, 300, 0, {{x=170,align="RIGHT_X"},{x=174,align="LEFT"}})
self.controls.statBox.height = function(control)
local x, y = control:GetPos()
local warnHeight = main.showWarnings and #self.controls.warnings.lines > 0 and 18 or 0
return main.screenH - main.mainBarHeight - 4 - y - warnHeight
end
self.controls.warnings = new("Control",{"TOPLEFT",self.controls.statBox,"BOTTOMLEFT",true}, 0, 0, 0, 18)
self.controls.warnings.lines = {}
self.controls.warnings.width = function(control)
return control.str and DrawStringWidth(16, "FIXED", control.str) + 8 or 0
end
self.controls.warnings.Draw = function(control)
if #self.controls.warnings.lines > 0 then
local count = 0
for _ in pairs(self.controls.warnings.lines) do count = count + 1 end
control.str = string.format(colorCodes.NEGATIVE.."%d Warnings", count)
local x, y = control:GetPos()
local width, height = control:GetSize()
DrawString(x, y + 2, "LEFT", 16, "FIXED", control.str)
if control:IsMouseInBounds() then
SetDrawLayer(nil, 10)
miscTooltip:Clear()
for k,v in pairs(self.controls.warnings.lines) do miscTooltip:AddLine(16, v) end
miscTooltip:Draw(x, y, width, height, main.viewPort)
SetDrawLayer(nil, 0)
end
else
control.str = {}
end
end
-- Initialise build components
self.latestTree = main.tree[latestTreeVersion]
data.setJewelRadiiGlobally(latestTreeVersion)
self.data = data
self.importTab = new("ImportTab", self)
self.notesTab = new("NotesTab", self)
self.partyTab = new("PartyTab", self)
self.configTab = new("ConfigTab", self)
self.itemsTab = new("ItemsTab", self)
self.treeTab = new("TreeTab", self)
self.skillsTab = new("SkillsTab", self)
self.calcsTab = new("CalcsTab", self)
-- Load sections from the build file
self.savers = {
["Config"] = self.configTab,
["Notes"] = self.notesTab,
["Party"] = self.partyTab,
["Tree"] = self.treeTab,
["TreeView"] = self.treeTab.viewer,
["Items"] = self.itemsTab,
["Skills"] = self.skillsTab,
["Calcs"] = self.calcsTab,
["Import"] = self.importTab,
}
self.legacyLoaders = { -- Special loaders for legacy sections
["Spec"] = self.treeTab,
}
--special rebuild to properly initialise boss placeholders
self.configTab:BuildModList()
-- Initialise class dropdown
for classId, class in pairs(self.latestTree.classes) do
local ascendancies = {}
-- Initialise ascendancy dropdown
for i = 0, #class.classes do
local ascendClass = class.classes[i]
t_insert(ascendancies, {
label = ascendClass.name,
ascendClassId = i,
})
end
t_insert(self.controls.classDrop.list, {
label = class.name,
classId = classId,
ascendancies = ascendancies,
})
end
table.sort(self.controls.classDrop.list, function(a, b) return a.label < b.label end)
-- Load legacy bandit and pantheon choices from build section
for _, control in ipairs({ "bandit", "pantheonMajorGod", "pantheonMinorGod" }) do
self.configTab.input[control] = self[control]
end
-- so we ran into problems with converted trees, trying to check passive tree routes and also consider thread jewels
-- but we can't check jewel info because items have not been loaded yet, and they come after passives in the xml.
-- the simplest solution seems to be making sure passive trees (which contain jewel sockets) are loaded last.
local deferredPassiveTrees = { }
for _, node in ipairs(self.xmlSectionList) do
-- Check if there is a saver that can load this section
local saver = self.savers[node.elem] or self.legacyLoaders[node.elem]
if saver then
-- if the saver is treeTab, defer it until everything is loaded
if saver == self.treeTab then
t_insert(deferredPassiveTrees, node)
else
if saver:Load(node, self.dbFileName) then
self:CloseBuild()
return
end
end
end
end
for _, node in ipairs(deferredPassiveTrees) do
-- Check if there is a saver that can load this section
if self.treeTab:Load(node, self.dbFileName) then
self:CloseBuild()
return
end
end
for _, saver in pairs(self.savers) do
if saver.PostLoad then
saver:PostLoad()
end
end
if next(self.configTab.input) == nil then
-- Check for old calcs tab settings
self.configTab:ImportCalcSettings()
end
-- Build calculation output tables
self.outputRevision = 1
self.calcsTab:BuildOutput()
self:RefreshStatList()
self.buildFlag = false
self.spec:SetWindowTitleWithBuildClass()
--[[
local testTooltip = new("Tooltip")
for _, item in pairs(main.uniqueDB.list) do
ConPrintf("%s", item.name)
self.itemsTab:AddItemTooltip(testTooltip, item)
testTooltip:Clear()
end
for _, item in pairs(main.rareDB.list) do
ConPrintf("%s", item.name)
self.itemsTab:AddItemTooltip(testTooltip, item)
testTooltip:Clear()
end
--]]
--[[
local start = GetTime()
SetProfiling(true)
for i = 1, 10 do
self.calcsTab:PowerBuilder()
end
SetProfiling(false)
ConPrintf("Power build time: %d ms", GetTime() - start)
--]]
self.abortSave = false
end
function buildMode:EstimatePlayerProgress()
local PointsUsed, AscUsed = self.spec:CountAllocNodes()
local extra = self.calcsTab.mainOutput.ExtraPoints or 0
local usedMax, ascMax, levelreq, currentAct, banditStr, labSuggest = 99 + 22 + extra, 8, 1, 1, "", ""
local acts = {
[1] = { level = 1, questPoints = 0 },
[2] = { level = 12, questPoints = 2 },
[3] = { level = 22, questPoints = 3 + extra },
[4] = { level = 32, questPoints = 5 + extra },
[5] = { level = 40, questPoints = 6 + extra },
[6] = { level = 44, questPoints = 8 + extra },
[7] = { level = 50, questPoints = 11 + extra },
[8] = { level = 54, questPoints = 14 + extra },
[9] = { level = 60, questPoints = 17 + extra },
[10] = { level = 64, questPoints = 19 + extra },
[11] = { level = 67, questPoints = 22 + extra }
}
-- loop for how much quest skillpoints are used with the progress
while currentAct < 11 and PointsUsed + 1 - acts[currentAct].questPoints > acts[currentAct + 1].level do
currentAct = currentAct + 1
end
-- bandits notification; when considered and in calculation after act 2
if currentAct <= 2 and extra ~= 0 then
extra = 0
end
-- to prevent a negative level at a blank sheet the level requirement will be set dependent on points invested until caught up with quest skillpoints
levelreq = m_min(math.max(PointsUsed - acts[currentAct].questPoints + 1, acts[currentAct].level), 100)
self.lastAllocated = self.lastAllocated or -1
self.lastExtra = self.lastExtra or -1
if self.characterLevelAutoMode and (self.lastAllocated ~= PointsUsed or self.lastExtra ~= extra or self.recalcAdaptiveLevel) then
self.characterLevel = levelreq
self.controls.characterLevel:SetText(self.characterLevel)
self.recalcAdaptiveLevel = false
end
self.lastAllocated = PointsUsed
self.lastExtra = extra
-- Ascendency points for lab
-- this is a recommendation for beginners who are using Path of Building for the first time and trying to map out progress in PoB
local labstr = {"\nLabyrinth: Normal Lab", "\nLabyrinth: Cruel Lab", "\nLabyrinth: Merciless Lab", "\nLabyrinth: Uber Lab"}
local strAct = "Endgame"
if levelreq >= 33 and levelreq < 55 then labSuggest = labstr[1]
elseif levelreq >= 55 and levelreq < 68 then labSuggest = labstr[2]
elseif levelreq >= 68 and levelreq < 75 then labSuggest = labstr[3]
elseif levelreq >= 75 and levelreq < 90 then labSuggest = labstr[4] end
if levelreq < 90 and currentAct <= 10 then strAct = currentAct end
if PointsUsed > usedMax then InsertIfNew(self.controls.warnings.lines, "You have too many passive points allocated") end
if AscUsed > ascMax then InsertIfNew(self.controls.warnings.lines, "You have too many ascendancy points allocated") end
self.Act = strAct
return string.format("%s%3d / %3d %s%d / %d", PointsUsed > usedMax and colorCodes.NEGATIVE or "^7", PointsUsed, usedMax, AscUsed > ascMax and colorCodes.NEGATIVE or "^7", AscUsed, ascMax), "Required Level: ".. levelreq .. "\nEstimated Progress:\nAct: ".. strAct .. "\nQuestpoints: " .. acts[currentAct].questPoints - extra .. "\nExtra Skillpoints: " .. extra .. labSuggest
end
function buildMode:CanExit(mode)
if not self.unsaved then
return true
end
self:OpenSavePopup(mode)
return false
end
function buildMode:Shutdown()
if launch.devMode and (not main.disableDevAutoSave) and self.targetVersion and not self.abortSave then
if self.dbFileName then
self:SaveDBFile()
elseif self.unsaved then
self.dbFileName = main.buildPath.."~~temp~~.xml"
self.buildName = "~~temp~~"
self.dbFileSubPath = ""
self:SaveDBFile()
end
end
self.abortSave = nil
self.savers = nil
end
function buildMode:GetArgs()
return self.dbFileName, self.buildName
end
function buildMode:CloseBuild()
main:SetWindowTitleSubtext()
main:SetMode("LIST", self.dbFileName and self.buildName, self.dbFileSubPath)
end
function buildMode:Load(xml, fileName)
self.targetVersion = xml.attrib.targetVersion or legacyTargetVersion
if xml.attrib.viewMode then
self.viewMode = xml.attrib.viewMode
end
self.characterLevel = tonumber(xml.attrib.level) or 1
self.characterLevelAutoMode = xml.attrib.characterLevelAutoMode == "true"
for _, diff in pairs({ "bandit", "pantheonMajorGod", "pantheonMinorGod" }) do
self[diff] = xml.attrib[diff] or "None"
end
self.mainSocketGroup = tonumber(xml.attrib.mainSkillIndex) or tonumber(xml.attrib.mainSocketGroup) or 1
wipeTable(self.spectreList)
for _, child in ipairs(xml) do
if child.elem == "Spectre" then
if child.attrib.id and data.minions[child.attrib.id] then
t_insert(self.spectreList, child.attrib.id)
end
elseif child.elem == "TimelessData" then
self.timelessData.jewelType = {
id = tonumber(child.attrib.jewelTypeId)
}
self.timelessData.conquerorType = {
id = tonumber(child.attrib.conquerorTypeId)
}
self.timelessData.devotionVariant1 = tonumber(child.attrib.devotionVariant1) or 1
self.timelessData.devotionVariant2 = tonumber(child.attrib.devotionVariant2) or 1
self.timelessData.jewelSocket = {
id = tonumber(child.attrib.jewelSocketId)
}
self.timelessData.fallbackWeightMode = {
idx = tonumber(child.attrib.fallbackWeightModeIdx)
}
self.timelessData.socketFilter = child.attrib.socketFilter == "true"
self.timelessData.socketFilterDistance = tonumber(child.attrib.socketFilterDistance) or 0
self.timelessData.searchList = child.attrib.searchList
self.timelessData.searchListFallback = child.attrib.searchListFallback
end
end
end
function buildMode:Save(xml)
xml.attrib = {
targetVersion = self.targetVersion,
viewMode = self.viewMode,
level = tostring(self.characterLevel),
className = self.spec.curClassName,
ascendClassName = self.spec.curAscendClassName,
bandit = self.configTab.input.bandit,
pantheonMajorGod = self.configTab.input.pantheonMajorGod,
pantheonMinorGod = self.configTab.input.pantheonMinorGod,
mainSocketGroup = tostring(self.mainSocketGroup),
characterLevelAutoMode = tostring(self.characterLevelAutoMode)
}
for _, id in ipairs(self.spectreList) do
t_insert(xml, { elem = "Spectre", attrib = { id = id } })
end
local addedStatNames = { }
for index, statData in ipairs(self.displayStats) do
if not statData.flag or self.calcsTab.mainEnv.player.mainSkill.skillFlags[statData.flag] then
if statData.stat and not addedStatNames[statData.stat] then
if statData.stat == "SkillDPS" then
local statVal = self.calcsTab.mainOutput[statData.stat]
for _, skillData in ipairs(statVal) do
local triggerStr = ""
if skillData.trigger and skillData.trigger ~= "" then
triggerStr = skillData.trigger
end
local lhsString = skillData.name
if skillData.count >= 2 then
lhsString = tostring(skillData.count).."x "..skillData.name
end
t_insert(xml, { elem = "FullDPSSkill", attrib = { stat = lhsString, value = tostring(skillData.dps * skillData.count), skillPart = skillData.skillPart or "", source = skillData.source or skillData.trigger or "" } })
end
addedStatNames[statData.stat] = true
else
local statVal = self.calcsTab.mainOutput[statData.stat]
if statVal and (statData.condFunc and statData.condFunc(statVal, self.calcsTab.mainOutput) or true) then
t_insert(xml, { elem = "PlayerStat", attrib = { stat = statData.stat, value = tostring(statVal) } })
addedStatNames[statData.stat] = true
end
end
end
end
end
for index, stat in ipairs(self.extraSaveStats) do
local statVal = self.calcsTab.mainOutput[stat]
if statVal then
t_insert(xml, { elem = "PlayerStat", attrib = { stat = stat, value = tostring(statVal) } })
end
end
if self.calcsTab.mainEnv.minion then
for index, statData in ipairs(self.minionDisplayStats) do
if statData.stat then
local statVal = self.calcsTab.mainOutput.Minion[statData.stat]
if statVal then
t_insert(xml, { elem = "MinionStat", attrib = { stat = statData.stat, value = tostring(statVal) } })
end
end
end
end
local timelessData = {
elem = "TimelessData",
attrib = {
jewelTypeId = next(self.timelessData.jewelType) and tostring(self.timelessData.jewelType.id),
conquerorTypeId = next(self.timelessData.conquerorType) and tostring(self.timelessData.conquerorType.id),
devotionVariant1 = tostring(self.timelessData.devotionVariant1),
devotionVariant2 = tostring(self.timelessData.devotionVariant2),
jewelSocketId = next(self.timelessData.jewelSocket) and tostring(self.timelessData.jewelSocket.id),
fallbackWeightModeIdx = next(self.timelessData.fallbackWeightMode) and tostring(self.timelessData.fallbackWeightMode.idx),
socketFilter = self.timelessData.socketFilter and "true",
socketFilterDistance = self.timelessData.socketFilterDistance and tostring(self.timelessData.socketFilterDistance),
searchList = self.timelessData.searchList and tostring(self.timelessData.searchList),
searchListFallback = self.timelessData.searchListFallback and tostring(self.timelessData.searchListFallback)
}
}
t_insert(xml, timelessData)
end
function buildMode:ResetModFlags()
self.modFlag = false
self.notesTab.modFlag = false
self.partyTab.modFlag = false
self.configTab.modFlag = false
self.treeTab.modFlag = false
self.treeTab.searchFlag = false
self.spec.modFlag = false
self.skillsTab.modFlag = false
self.itemsTab.modFlag = false
self.calcsTab.modFlag = false
end
function buildMode:OnFrame(inputEvents)
-- Stop at drawing the background if the loaded build needs to be converted
if not self.targetVersion then
main:DrawBackground(main.viewPort)
return
end
if self.abortSave and not launch.devMode then
self:CloseBuild()
end
for id, event in ipairs(inputEvents) do
if event.type == "KeyDown" then
if event.key == "MOUSE4" then
if self.unsaved then
self:OpenSavePopup("LIST")
else
self:CloseBuild()
end
elseif IsKeyDown("CTRL") then
if event.key == "i" then
self.viewMode = "IMPORT"
self.importTab:SelectControl(self.importTab.controls.importCodeIn)
elseif event.key == "s" then
self:SaveDBFile()
inputEvents[id] = nil
elseif event.key == "w" then
if self.unsaved then
self:OpenSavePopup("LIST")
else
self:CloseBuild()
end
elseif event.key == "1" then
self.viewMode = "TREE"
elseif event.key == "2" then
self.viewMode = "SKILLS"
elseif event.key == "3" then
self.viewMode = "ITEMS"
elseif event.key == "4" then
self.viewMode = "CALCS"
elseif event.key == "5" then
self.viewMode = "CONFIG"
elseif event.key == "6" then
self.viewMode = "NOTES"
elseif event.key == "7" then
self.viewMode = "PARTY"
end
end
end
end
self:ProcessControlsInput(inputEvents, main.viewPort)
self.controls.classDrop:SelByValue(self.spec.curClassId, "classId")
self.controls.ascendDrop.list = self.controls.classDrop:GetSelValue("ascendancies")
self.controls.ascendDrop:SelByValue(self.spec.curAscendClassId, "ascendClassId")
local checkFabricatedGroups = self.buildFlag
if self.buildFlag then
-- Wipe Global Cache
wipeGlobalCache()
-- Rebuild calculation output tables
self.outputRevision = self.outputRevision + 1
self.buildFlag = false
self.calcsTab:BuildOutput()
self:RefreshStatList()
end
if main.showThousandsSeparators ~= self.lastShowThousandsSeparators then
self:RefreshStatList()
end
if main.thousandsSeparator ~= self.lastShowThousandsSeparator then
self:RefreshStatList()
end
if main.decimalSeparator ~= self.lastShowDecimalSeparator then
self:RefreshStatList()
end
if main.showTitlebarName ~= self.lastShowTitlebarName then
self.spec:SetWindowTitleWithBuildClass()
end
-- Update contents of main skill dropdowns
self:RefreshSkillSelectControls(self.controls, self.mainSocketGroup, "")
-- Delete any possible fabricated groups
if checkFabricatedGroups then
deleteFabricatedGroup(self.skillsTab)
checkFabricatedGroups = false
end
-- Draw contents of current tab
local sideBarWidth = 312
local tabViewPort = {
x = sideBarWidth,
y = 32,
width = main.screenW - sideBarWidth,
height = main.screenH - 32
}
if self.viewMode == "IMPORT" then
self.importTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "NOTES" then
self.notesTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "PARTY" then
self.partyTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "CONFIG" then
self.configTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "TREE" then
self.treeTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "SKILLS" then
self.skillsTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "ITEMS" then
self.itemsTab:Draw(tabViewPort, inputEvents)
elseif self.viewMode == "CALCS" then
self.calcsTab:Draw(tabViewPort, inputEvents)
end
self.unsaved = self.modFlag or self.notesTab.modFlag or self.partyTab.modFlag or self.configTab.modFlag or self.treeTab.modFlag or self.treeTab.searchFlag or self.spec.modFlag or self.skillsTab.modFlag or self.itemsTab.modFlag or self.calcsTab.modFlag
SetDrawLayer(5)
-- Draw top bar background
SetDrawColor(0.2, 0.2, 0.2)
DrawImage(nil, 0, 0, main.screenW, 28)
SetDrawColor(0.85, 0.85, 0.85)
DrawImage(nil, 0, 28, main.screenW, 4)
DrawImage(nil, main.screenW/2 - 2, 0, 4, 28)
-- Draw side bar background
SetDrawColor(0.1, 0.1, 0.1)
DrawImage(nil, 0, 32, sideBarWidth - 4, main.screenH - 32)
SetDrawColor(0.85, 0.85, 0.85)
DrawImage(nil, sideBarWidth - 4, 32, 4, main.screenH - 32)
self:DrawControls(main.viewPort)
end
-- Opens the game version conversion popup
function buildMode:OpenConversionPopup()
local controls = { }
local currentVersion = treeVersions[latestTreeVersion].display
controls.note = new("LabelControl", nil, 0, 20, 0, 16, colorCodes.TIP..[[
Info:^7 You are trying to load a build created for a version of Path of Exile that is
not supported by us. You will have to convert it to the current game version to load it.
To use a build newer than the current supported game version, you may have to update.
To use a build older than the current supported game version, we recommend loading it
in an older version of Path of Building Community instead.
]])
controls.label = new("LabelControl", nil, 0, 110, 0, 16, colorCodes.WARNING..[[
Warning:^7 Converting a build to a different game version may have side effects.
For example, if the passive tree has changed, then some passives may be deallocated.
You should create a backup copy of the build before proceeding.
]])
controls.convert = new("ButtonControl", nil, -40, 170, 120, 20, "Convert to ".. currentVersion, function()
main:ClosePopup()
self:Shutdown()
self:Init(self.dbFileName, self.buildName, nil, true)
end)
controls.cancel = new("ButtonControl", nil, 60, 170, 70, 20, "Cancel", function()
main:ClosePopup()
self:CloseBuild()
end)
main:OpenPopup(580, 200, "Game Version", controls, "convert", nil, "cancel")
end
function buildMode:OpenSavePopup(mode)
local modeDesc = {
["LIST"] = "now?",
["EXIT"] = "before exiting?",
["UPDATE"] = "before updating?",
}
local controls = { }
controls.label = new("LabelControl", nil, 0, 20, 0, 16, "^7This build has unsaved changes.\nDo you want to save them "..modeDesc[mode])
controls.save = new("ButtonControl", nil, -90, 70, 80, 20, "Save", function()
main:ClosePopup()
self.actionOnSave = mode
self:SaveDBFile()
end)
controls.noSave = new("ButtonControl", nil, 0, 70, 80, 20, "Don't Save", function()
main:ClosePopup()
if mode == "LIST" then
self:CloseBuild()
elseif mode == "EXIT" then
Exit()
elseif mode == "UPDATE" then
launch:ApplyUpdate(launch.updateAvailable)
end
end)
controls.close = new("ButtonControl", nil, 90, 70, 80, 20, "Cancel", function()
main:ClosePopup()
end)
main:OpenPopup(300, 100, "Save Changes", controls)
end
function buildMode:OpenSaveAsPopup()
local newFileName, newBuildName
local controls = { }
local function updateBuildName()
local buf = controls.edit.buf
newFileName = main.buildPath..controls.folder.subPath..buf..".xml"
newBuildName = buf
controls.save.enabled = false
if buf:match("%S") then
local out = io.open(newFileName, "r")
if out then
out:close()
else
controls.save.enabled = true
end
end
end
controls.label = new("LabelControl", nil, 0, 20, 0, 16, "^7Enter new build name:")
controls.edit = new("EditControl", nil, 0, 40, 450, 20, self.dbFileName and self.buildName, nil, "\\/:%*%?\"<>|%c", 100, function(buf)
updateBuildName()
end)
controls.folderLabel = new("LabelControl", {"TOPLEFT",nil,"TOPLEFT"}, 10, 70, 0, 16, "^7Folder:")
controls.newFolder = new("ButtonControl", {"TOPLEFT",nil,"TOPLEFT"}, 100, 67, 94, 20, "New Folder...", function()
main:OpenNewFolderPopup(main.buildPath..controls.folder.subPath, function(newFolderName)
if newFolderName then
controls.folder:OpenFolder(newFolderName)
end
end)
end)
controls.folder = new("FolderListControl", nil, 0, 115, 450, 100, self.dbFileSubPath, function(subPath)
updateBuildName()
end)
controls.save = new("ButtonControl", nil, -45, 225, 80, 20, "Save", function()
main:ClosePopup()
self.dbFileName = newFileName
self.buildName = newBuildName
self.dbFileSubPath = controls.folder.subPath
self:SaveDBFile()
self.spec:SetWindowTitleWithBuildClass()
end)
controls.save.enabled = false
controls.close = new("ButtonControl", nil, 45, 225, 80, 20, "Cancel", function()
main:ClosePopup()
self.actionOnSave = nil
end)
main:OpenPopup(470, 255, self.dbFileName and "Save As" or "Save", controls, "save", "edit", "close")
end
-- Open the spectre library popup
function buildMode:OpenSpectreLibrary()
local destList = copyTable(self.spectreList)
local sourceList = { }
for id in pairs(self.data.spectres) do
t_insert(sourceList, id)
end
table.sort(sourceList, function(a,b)
if self.data.minions[a].name == self.data.minions[b].name then
return a < b
else
return self.data.minions[a].name < self.data.minions[b].name
end
end)
local controls = { }
controls.list = new("MinionListControl", nil, -100, 40, 190, 250, self.data, destList)
controls.source = new("MinionListControl", nil, 100, 40, 190, 250, self.data, sourceList, controls.list)
controls.save = new("ButtonControl", nil, -45, 330, 80, 20, "Save", function()
self.spectreList = destList
self.modFlag = true
self.buildFlag = true
main:ClosePopup()
end)
controls.cancel = new("ButtonControl", nil, 45, 330, 80, 20, "Cancel", function()
main:ClosePopup()
end)
controls.noteLine1 = new("LabelControl", {"TOPLEFT",controls.list,"BOTTOMLEFT"}, 24, 2, 0, 16, "Spectres in your Library must be assigned to an active")
controls.noteLine2 = new("LabelControl", {"TOPLEFT",controls.list,"BOTTOMLEFT"}, 20, 18, 0, 16, "Raise Spectre gem for their buffs and curses to activate")
main:OpenPopup(410, 360, "Spectre Library", controls)
end
-- Refresh the set of controls used to select main group/skill/minion
function buildMode:RefreshSkillSelectControls(controls, mainGroup, suffix)
controls.mainSocketGroup.selIndex = mainGroup
wipeTable(controls.mainSocketGroup.list)
for i, socketGroup in pairs(self.skillsTab.socketGroupList) do
controls.mainSocketGroup.list[i] = { val = i, label = socketGroup.displayLabel }
end
controls.mainSocketGroup:CheckDroppedWidth(true)
if controls.warnings then controls.warnings.shown = #controls.warnings.lines > 0 end
if #controls.mainSocketGroup.list == 0 then
controls.mainSocketGroup.list[1] = { val = 1, label = "<No skills added yet>" }
controls.mainSkill.shown = false
controls.mainSkillPart.shown = false
controls.mainSkillMineCount.shown = false
controls.mainSkillStageCount.shown = false
controls.mainSkillMinion.shown = false
controls.mainSkillMinionSkill.shown = false
else
local mainSocketGroup = self.skillsTab.socketGroupList[mainGroup]
local displaySkillList = mainSocketGroup["displaySkillList"..suffix]
local mainActiveSkill = mainSocketGroup["mainActiveSkill"..suffix] or 1
wipeTable(controls.mainSkill.list)
for i, activeSkill in ipairs(displaySkillList) do
local explodeSource = activeSkill.activeEffect.srcInstance.explodeSource
local explodeSourceName = explodeSource and (explodeSource.name or explodeSource.dn)
local colourCoded = explodeSourceName and ("From "..colorCodes[explodeSource.rarity or "NORMAL"]..explodeSourceName)
t_insert(controls.mainSkill.list, { val = i, label = colourCoded or activeSkill.activeEffect.grantedEffect.name })
end
controls.mainSkill.enabled = #displaySkillList > 1
controls.mainSkill.selIndex = mainActiveSkill
controls.mainSkill.shown = true
controls.mainSkillPart.shown = false
controls.mainSkillMineCount.shown = false
controls.mainSkillStageCount.shown = false
controls.mainSkillMinion.shown = false
controls.mainSkillMinionLibrary.shown = false
controls.mainSkillMinionSkill.shown = false
if displaySkillList[1] then
local activeSkill = displaySkillList[mainActiveSkill]
local activeEffect = activeSkill.activeEffect
if activeEffect then
if activeEffect.grantedEffect.parts and #activeEffect.grantedEffect.parts > 1 then
controls.mainSkillPart.shown = true
wipeTable(controls.mainSkillPart.list)
for i, part in ipairs(activeEffect.grantedEffect.parts) do
t_insert(controls.mainSkillPart.list, { val = i, label = part.name })
end
controls.mainSkillPart.selIndex = activeEffect.srcInstance["skillPart"..suffix] or 1
if activeEffect.grantedEffect.parts[controls.mainSkillPart.selIndex].stages then
controls.mainSkillStageCount.shown = true
controls.mainSkillStageCount.buf = tostring(activeEffect.srcInstance["skillStageCount"..suffix] or activeEffect.grantedEffect.parts[controls.mainSkillPart.selIndex].stagesMin or 1)
end
end
if activeSkill.skillFlags.mine then
controls.mainSkillMineCount.shown = true
controls.mainSkillMineCount.buf = tostring(activeEffect.srcInstance["skillMineCount"..suffix] or "")
end
if activeSkill.skillFlags.multiStage and not (activeEffect.grantedEffect.parts and #activeEffect.grantedEffect.parts > 1) then
controls.mainSkillStageCount.shown = true
controls.mainSkillStageCount.buf = tostring(activeEffect.srcInstance["skillStageCount"..suffix] or activeSkill.skillData.stagesMin or 1)
end
if not activeSkill.skillFlags.disable and (activeEffect.grantedEffect.minionList or activeSkill.minionList[1]) then
wipeTable(controls.mainSkillMinion.list)
if activeEffect.grantedEffect.minionHasItemSet then
for _, itemSetId in ipairs(self.itemsTab.itemSetOrderList) do
local itemSet = self.itemsTab.itemSets[itemSetId]
t_insert(controls.mainSkillMinion.list, {
label = itemSet.title or "Default Item Set",
itemSetId = itemSetId,
})
end
controls.mainSkillMinion:SelByValue(activeEffect.srcInstance["skillMinionItemSet"..suffix] or 1, "itemSetId")
else
controls.mainSkillMinionLibrary.shown = (activeEffect.grantedEffect.minionList and not activeEffect.grantedEffect.minionList[1])
for _, minionId in ipairs(activeSkill.minionList) do
t_insert(controls.mainSkillMinion.list, {
label = self.data.minions[minionId].name,
minionId = minionId,
})
end
controls.mainSkillMinion:SelByValue(activeEffect.srcInstance["skillMinion"..suffix] or controls.mainSkillMinion.list[1], "minionId")
end
controls.mainSkillMinion.enabled = #controls.mainSkillMinion.list > 1
controls.mainSkillMinion.shown = true
wipeTable(controls.mainSkillMinionSkill.list)
if activeSkill.minion then
for _, minionSkill in ipairs(activeSkill.minion.activeSkillList) do
t_insert(controls.mainSkillMinionSkill.list, minionSkill.activeEffect.grantedEffect.name)
end
controls.mainSkillMinionSkill.selIndex = activeEffect.srcInstance["skillMinionSkill"..suffix] or 1
controls.mainSkillMinionSkill.shown = true
controls.mainSkillMinionSkill.enabled = #controls.mainSkillMinionSkill.list > 1
else
t_insert(controls.mainSkillMinion.list, "<No spectres in build>")
end
end
end
end
end
end
function buildMode:FormatStat(statData, statVal, overCapStatVal, colorOverride)
if type(statVal) == "table" then return "" end
local val = statVal * ((statData.pc or statData.mod) and 100 or 1) - (statData.mod and 100 or 0)
local color = colorOverride or (statVal >= 0 and "^7" or statData.chaosInoc and "^8" or colorCodes.NEGATIVE)
if statData.label == "Unreserved Life" and statVal == 0 then
color = colorCodes.NEGATIVE
end
local valStr = s_format("%"..statData.fmt, val)
valStr:gsub("%.", main.decimalSeparator)
valStr = color .. formatNumSep(valStr)
if overCapStatVal and overCapStatVal > 0 then
valStr = valStr .. "^x808080" .. " (+" .. s_format("%d", overCapStatVal) .. "%)"
end
self.lastShowThousandsSeparators = main.showThousandsSeparators
self.lastShowThousandsSeparator = main.thousandsSeparator
self.lastShowDecimalSeparator = main.decimalSeparator
self.lastShowTitlebarName = main.showTitlebarName
return valStr
end
-- Add stat list for given actor
function buildMode:AddDisplayStatList(statList, actor)
local statBoxList = self.controls.statBox.list
for index, statData in ipairs(statList) do
if not statData.flag or actor.mainSkill.skillFlags[statData.flag] then
local labelColor = "^7"
if statData.color then
labelColor = statData.color
end
if statData.stat then
local statVal = actor.output[statData.stat]
if statVal and ((statData.condFunc and statData.condFunc(statVal,actor.output)) or (not statData.condFunc and statVal ~= 0)) then
local overCapStatVal = actor.output[statData.overCapStat] or nil
if statData.stat == "SkillDPS" then
labelColor = colorCodes.CUSTOM
table.sort(actor.output.SkillDPS, function(a,b) return (a.dps * a.count) > (b.dps * b.count) end)
for _, skillData in ipairs(actor.output.SkillDPS) do
local triggerStr = ""
if skillData.trigger and skillData.trigger ~= "" then
triggerStr = colorCodes.WARNING.." ("..skillData.trigger..")"..labelColor
end
local lhsString = labelColor..skillData.name..triggerStr..":"
if skillData.count >= 2 then
lhsString = labelColor..tostring(skillData.count).."x "..skillData.name..triggerStr..":"
end
t_insert(statBoxList, {
height = 16,
lhsString,
self:FormatStat({fmt = "1.f"}, skillData.dps * skillData.count, overCapStatVal),
})
if skillData.skillPart then
t_insert(statBoxList, {
height = 14,
align = "CENTER_X", x = 140,
"^8"..skillData.skillPart,
})
end
if skillData.source then
t_insert(statBoxList, {
height = 14,
align = "CENTER_X", x = 140,
colorCodes.WARNING.."from " ..skillData.source,
})
end
end
elseif not (statData.hideStat) then
-- Change the color of the stat label to red if cost exceeds pool
local output = actor.output
local poolVal = output[statData.pool]
local colorOverride = nil
if statData.stat:match("Cost$") and not statData.stat:match("PerSecondCost$") and statVal and poolVal then
if statData.stat == "ManaCost" and output.EnergyShieldProtectsMana then
if statVal > output.ManaUnreserved + output.EnergyShield then
colorOverride = colorCodes.NEGATIVE
end
elseif statVal > poolVal then
colorOverride = colorCodes.NEGATIVE
end
end
t_insert(statBoxList, {
height = 16,
labelColor..statData.label..":",
self:FormatStat(statData, statVal, overCapStatVal, colorOverride),
})
end
end
if statData.warnFunc and statVal and ((statData.condFunc and statData.condFunc(statVal, actor.output)) or not statData.condFunc) then
local v = statData.warnFunc(statVal, actor.output)
if v then
InsertIfNew(self.controls.warnings.lines, v)
end
end
elseif statData.label and statData.condFunc and statData.condFunc(actor.output) then
t_insert(statBoxList, {
height = 16, labelColor..statData.label..":",
"^7"..actor.output[statData.labelStat].."%^x808080" .. " (" .. statData.val .. ")",})
elseif not statBoxList[#statBoxList] or statBoxList[#statBoxList][1] then
t_insert(statBoxList, { height = 6 })
end
end
end
for pool, warningFlag in pairs({["Life"] = "LifeCostWarning", ["Mana"] = "ManaCostWarning", ["Rage"] = "RageCostWarning", ["Energy Shield"] = "ESCostWarning"}) do
if actor.output[warningFlag] then
local line = "You do not have enough "..(actor.output.EnergyShieldProtectsMana and pool == "Mana" and "Energy Shield and Mana" or pool).." to use: "
for _, skill in ipairs(actor.output[warningFlag]) do
line = line..skill..", "
end
line = line:sub(1, -3)
InsertIfNew(self.controls.warnings.lines, line)
end
end
for pool, warningFlag in pairs({["Unreserved life"] = "LifePercentCostPercentCostWarning", ["Unreserved Mana"] = "ManaPercentCostPercentCostWarning"}) do
if actor.output[warningFlag] then
local line = "You do not have enough ".. pool .."% to use: "
for _, skill in ipairs(actor.output[warningFlag]) do
line = line..skill..", "
end
line = line:sub(1, -3)
InsertIfNew(self.controls.warnings.lines, line)
end
end
end
function buildMode:InsertItemWarnings()
if self.calcsTab.mainEnv.itemWarnings.jewelLimitWarning then
for _, warning in ipairs(self.calcsTab.mainEnv.itemWarnings.jewelLimitWarning) do
InsertIfNew(self.controls.warnings.lines, "You are exceeding jewel limit with the jewel "..warning)
end
end
end
-- Build list of side bar stats
function buildMode:RefreshStatList()
self.controls.warnings.lines = {}
local statBoxList = wipeTable(self.controls.statBox.list)
if self.calcsTab.mainEnv.player.mainSkill.infoMessage then
t_insert(statBoxList, { height = 14, align = "CENTER_X", x = 140, colorCodes.CUSTOM .. self.calcsTab.mainEnv.player.mainSkill.infoMessage})
if self.calcsTab.mainEnv.player.mainSkill.infoMessage2 then
t_insert(statBoxList, { height = 14, align = "CENTER_X", x = 140, "^8" .. self.calcsTab.mainEnv.player.mainSkill.infoMessage2})
end
end
if self.calcsTab.mainEnv.minion then
t_insert(statBoxList, { height = 18, "^7Minion:" })
if self.calcsTab.mainEnv.minion.mainSkill.infoMessage then
t_insert(statBoxList, { height = 14, align = "CENTER_X", x = 140, colorCodes.CUSTOM .. self.calcsTab.mainEnv.minion.mainSkill.infoMessage})
if self.calcsTab.mainEnv.minion.mainSkill.infoMessage2 then
t_insert(statBoxList, { height = 14, align = "CENTER_X", x = 140, "^8" .. self.calcsTab.mainEnv.minion.mainSkill.infoMessage2})
end
end
self:AddDisplayStatList(self.minionDisplayStats, self.calcsTab.mainEnv.minion)
t_insert(statBoxList, { height = 10 })
t_insert(statBoxList, { height = 18, "^7Player:" })
end
if self.calcsTab.mainEnv.player.mainSkill.skillFlags.disable then
t_insert(statBoxList, { height = 16, "^7Skill disabled:" })
t_insert(statBoxList, { height = 14, align = "CENTER_X", x = 140, self.calcsTab.mainEnv.player.mainSkill.disableReason })
end
self:AddDisplayStatList(self.displayStats, self.calcsTab.mainEnv.player)
self:InsertItemWarnings()
end
function buildMode:CompareStatList(tooltip, statList, actor, baseOutput, compareOutput, header, nodeCount)
local count = 0
for _, statData in ipairs(statList) do
if statData.stat and (not statData.flag or actor.mainSkill.skillFlags[statData.flag]) and statData.stat ~= "SkillDPS" then
local statVal1 = compareOutput[statData.stat] or 0
local statVal2 = baseOutput[statData.stat] or 0
local diff = statVal1 - statVal2
if statData.stat == "FullDPS" and not GlobalCache.useFullDPS and not self.viewMode == "TREE" then
diff = 0
end
if (diff > 0.001 or diff < -0.001) and (not statData.condFunc or statData.condFunc(statVal1,compareOutput) or statData.condFunc(statVal2,baseOutput)) then
if count == 0 then
tooltip:AddLine(14, header)
end
local color = ((statData.lowerIsBetter and diff < 0) or (not statData.lowerIsBetter and diff > 0)) and colorCodes.POSITIVE or colorCodes.NEGATIVE
local val = diff * ((statData.pc or statData.mod) and 100 or 1)
local valStr = s_format("%+"..statData.fmt, val) -- Can't use self:FormatStat, because it doesn't have %+. Adding that would have complicated a simple function
valStr = formatNumSep(valStr)
local line = s_format("%s%s %s", color, valStr, statData.label)
local pcPerPt = ""
if statData.compPercent and statVal1 ~= 0 and statVal2 ~= 0 then
local pc = statVal1 / statVal2 * 100 - 100
line = line .. s_format(" (%+.1f%%)", pc)
if nodeCount then
pcPerPt = s_format(" (%+.1f%%)", pc / nodeCount)
end
end
if nodeCount then
line = line .. s_format(" ^8[%+"..statData.fmt.."%s per point]", diff * ((statData.pc or statData.mod) and 100 or 1) / nodeCount, pcPerPt)
end
tooltip:AddLine(14, line)
count = count + 1
end
end
end
return count
end
-- Compare values of all display stats between the two output tables, and add any changed stats to the tooltip
-- Adds the provided header line before the first stat line, if any are added
-- Returns the number of stat lines added
function buildMode:AddStatComparesToTooltip(tooltip, baseOutput, compareOutput, header, nodeCount)
local count = 0
if self.calcsTab.mainEnv.player.mainSkill.minion and baseOutput.Minion and compareOutput.Minion then
count = count + self:CompareStatList(tooltip, self.minionDisplayStats, self.calcsTab.mainEnv.minion, baseOutput.Minion, compareOutput.Minion, header.."\n^7Minion:", nodeCount)
if count > 0 then
header = "^7Player:"
else
header = header.."\n^7Player:"
end
end
count = count + self:CompareStatList(tooltip, self.displayStats, self.calcsTab.mainEnv.player, baseOutput, compareOutput, header, nodeCount)
return count
end
-- Add requirements to tooltip
do
local req = { }
function buildMode:AddRequirementsToTooltip(tooltip, level, str, dex, int, strBase, dexBase, intBase)
if level and level > 0 then
t_insert(req, s_format("^x7F7F7FLevel %s%d", main:StatColor(level, nil, self.characterLevel), level))
end
-- Convert normal attributes to Omni attributes
if self.calcsTab.mainEnv.modDB:Flag(nil, "OmniscienceRequirements") then
local omniSatisfy = self.calcsTab.mainEnv.modDB:Sum("INC", nil, "OmniAttributeRequirements")
local highestAttribute = 0
for i, stat in ipairs({str, dex, int}) do
if((stat or 0) > highestAttribute) then
highestAttribute = stat
end
end
local omni = math.floor(highestAttribute * (100/omniSatisfy))
if omni and (omni > 0 or omni > self.calcsTab.mainOutput.Omni) then
t_insert(req, s_format("%s%d ^x7F7F7FOmni", main:StatColor(omni, 0, self.calcsTab.mainOutput.Omni), omni))
end
else
if str and (str > 14 or str > self.calcsTab.mainOutput.Str) then
t_insert(req, s_format("%s%d ^x7F7F7FStr", main:StatColor(str, strBase, self.calcsTab.mainOutput.Str), str))
end
if dex and (dex > 14 or dex > self.calcsTab.mainOutput.Dex) then
t_insert(req, s_format("%s%d ^x7F7F7FDex", main:StatColor(dex, dexBase, self.calcsTab.mainOutput.Dex), dex))
end
if int and (int > 14 or int > self.calcsTab.mainOutput.Int) then
t_insert(req, s_format("%s%d ^x7F7F7FInt", main:StatColor(int, intBase, self.calcsTab.mainOutput.Int), int))
end
end
if req[1] then
tooltip:AddLine(16, "^x7F7F7FRequires "..table.concat(req, "^x7F7F7F, "))
tooltip:AddSeparator(10)
end
wipeTable(req)
end
end
function buildMode:LoadDB(xmlText, fileName)
-- Parse the XML
local dbXML, errMsg = common.xml.ParseXML(xmlText)
if not dbXML then
launch:ShowErrMsg("^1Error loading '%s': %s", fileName, errMsg)
return true
elseif dbXML[1].elem ~= "PathOfBuilding" then
launch:ShowErrMsg("^1Error parsing '%s': 'PathOfBuilding' root element missing", fileName)
return true
end
-- Load Build section first
for _, node in ipairs(dbXML[1]) do
if type(node) == "table" and node.elem == "Build" then
self:Load(node, self.dbFileName)
break
end
end
-- Store other sections for later processing
for _, node in ipairs(dbXML[1]) do
if type(node) == "table" then
t_insert(self.xmlSectionList, node)
end
end
end
function buildMode:LoadDBFile()
if not self.dbFileName then
return
end
ConPrintf("Loading '%s'...", self.dbFileName)
local file = io.open(self.dbFileName, "r")
if not file then
self.dbFileName = nil
return true
end
local xmlText = file:read("*a")
file:close()
return self:LoadDB(xmlText, self.dbFileName)
end
function buildMode:SaveDB(fileName)
local dbXML = { elem = "PathOfBuilding" }
-- Save Build section first
do
local node = { elem = "Build" }
self:Save(node)
t_insert(dbXML, node)
end
-- Call on all savers to save their data in their respective sections
for elem, saver in pairs(self.savers) do
local node = { elem = elem }
saver:Save(node)
t_insert(dbXML, node)
end
-- Compose the XML
local xmlText, errMsg = common.xml.ComposeXML(dbXML)
if not xmlText then
launch:ShowErrMsg("Error saving '%s': %s", fileName, errMsg)
else
return xmlText
end
end
function buildMode:SaveDBFile()
if not self.dbFileName then
self:OpenSaveAsPopup()
return
end
local xmlText = self:SaveDB(self.dbFileName)
if not xmlText then
return true
end
local file = io.open(self.dbFileName, "w+")
if not file then
main:OpenMessagePopup("Error", "Couldn't save the build file:\n"..self.dbFileName.."\nMake sure the save folder exists and is writable.")
return true
end
file:write(xmlText)
file:close()
local action = self.actionOnSave
self.actionOnSave = nil
-- Reset all modFlags
self:ResetModFlags()
if action == "LIST" then
self:CloseBuild()
elseif action == "EXIT" then
Exit()
elseif action == "UPDATE" then
launch:ApplyUpdate(launch.updateAvailable)
end
end
return buildMode