AbilityBar.as

Summary
AbilityBar.as
Variables
m_GadgetSlotthis is all the logic applying to the AbilityBar
m_DodgeBar
m_PotionSlot
m_DeathPenalty
m_DeathOverlay
m_SprintIcon
m_MainBar
m_ItemBG
m_CombatIndicator
m_LMB_Hotkey
m_RMB_Hotkey
m_DodgeAnim
m_AbilitySlots
m_ItemSlots
m_AbilityBarVisible
m_ShowHotkeys
m_Character
m_UsedShortcut
m_Inventory
STATE_WRONG_HEAPON
STATE_OUT_OF_RANGE
STATE_NO_RESOURCE
STATE_CASTING
STATE_CHANNELING
STATE_COOLDOWN
STATE_GLOBAL_COOLDOWN
STATE_ACTIVE
STATE_MAX_MOMENTUM
PLAYER_MAX_ACTIVE_SPELLS
PLAYER_START_SLOT_SPELLS
PLAYER_START_SLOT_POCKET
PLAYER_MAX_ITEM_SHORTCUTS
SPRINT_BUFFS
DEATH_PENALTY_BUFF
m_BaseWidth
m_BigWidth
m_BaseHeight
m_InitialY
m_SpellTemplatesSwap
m_DodgeBuffSpellID
m_DodgeIntervalID
m_DodgeStartTime
m_DodgeDuration
m_DeathPenaltyTooltip
m_DeathPenaltyTooltipTimeout
m_EditModeMask
Functions
onLoad
OnModuleActivatedUpdate Hotkey Labels
onUnload
SlotToggleCombat
CreateItemSlot
SlotInvisibleBuffAdded
SlotBuffRemoved
UpdateDeathPenalty
SlotCharacterDead
SlotCharacterAlive
UpdateDeathOverlay
UpdateSprint
SprintMouseUp
DeathPenaltyMouseDown
DeathPenaltyMouseUp
DeathPenaltyRollOver
DeathPenaltyRollOut
StartDeathPenaltyTooltipTimeout
StopDeathPenaltyTooltipTimeout
OpenDeathPenaltyTooltip
CloseDeathPenaltyTooltip
UpdateDodgeBar
SlotAbilityBarVisibilityChanged
SlotHotkeyChanged
SlotShortcutbarHotkeysVisibleChanged
SlotMouseUpItem
SlotStartDragItem
SlotMouseUpEmptySlot
SlotItemDroppedOnDesktop
SlotDragHandled
SlotSwapShortcut
SlotRestoreSwapBar
ShowHotkeyLabels
SlotSwapBar
UpdateSwappedBar
IsAbilityShortcut
IsItemShortcut
SwapAbilities
SlotShortcutAddedSignal sent when a shortcut has been added.
SlotShortcutRemovedSignal sent when a shortcut has been removed.
SlotShortcutMovedSignal sent when a shortcut has been move to some other spot.
SlotShortcutEnabledSignal sent when a shortcut is enabled/disabled.
SlotShortcutRangeEnabledSignal sent when a shortcut is enabled/disabled via range.
SlotShortcutResourceEnabledSignal sent when a shortcut is enabled/disabled via resource.
SlotShortcutUsed
SlotShortcutAddedToQueue
SlotShortcutRemovedFromQueue
SlotShortcutsRefreshSignal that triggers every time the player load the game or teleports or whatever, will call the SlotShortcutAdded for every shortcut item.
SlotShortcutStatChangedSignal sent when a shortcut changed one of it’s stats.
SlotItemRemoved
SlotItemCooldown
SlotItemCooldownRemoved
SlotCooldownTime
SlotSignalShortcutMaxMomentumEnabledMethod invoked when a shortcut is enters its max momentum.
SlotSignalCommandStarted
SlotSignalCommandEnded
SlotSignalCommandAborted
GetAbilitySlot
onDragBegin
GetMouseSlotID
onDragEnd
SlotSetGUIEditMode
SlotEditMaskPressed
SlotEditMaskReleased
LayoutEditModeMask

Variables

m_GadgetSlot

var m_GadgetSlot: MovieClip

this is all the logic applying to the AbilityBar

m_DodgeBar

var m_DodgeBar: MovieClip

m_PotionSlot

var m_PotionSlot: AnimaPotion

m_DeathPenalty

var m_DeathPenalty: MovieClip

m_DeathOverlay

var m_DeathOverlay: MovieClip

m_SprintIcon

var m_SprintIcon: MovieClip

m_MainBar

var m_MainBar: MovieClip

m_ItemBG

var m_ItemBG: MovieClip

m_CombatIndicator

var m_CombatIndicator: MovieClip

m_LMB_Hotkey

var m_LMB_Hotkey: MovieClip

m_RMB_Hotkey

var m_RMB_Hotkey: MovieClip

m_DodgeAnim

var m_DodgeAnim: MovieClip

m_AbilitySlots

var m_AbilitySlots: Array

m_ItemSlots

var m_ItemSlots: Array

m_AbilityBarVisible

var m_AbilityBarVisible: DistributedValue

m_ShowHotkeys

var m_ShowHotkeys: DistributedValue

m_Character

var m_Character: Character

m_UsedShortcut

var m_UsedShortcut: Number

m_Inventory

var m_Inventory: Inventory

STATE_WRONG_HEAPON

var STATE_WRONG_HEAPON: Number

STATE_OUT_OF_RANGE

var STATE_OUT_OF_RANGE: Number

STATE_NO_RESOURCE

var STATE_NO_RESOURCE: Number

STATE_CASTING

var STATE_CASTING: Number

STATE_CHANNELING

var STATE_CHANNELING: Number

STATE_COOLDOWN

var STATE_COOLDOWN: Number

STATE_GLOBAL_COOLDOWN

var STATE_GLOBAL_COOLDOWN: Number

STATE_ACTIVE

var STATE_ACTIVE: Number

STATE_MAX_MOMENTUM

var STATE_MAX_MOMENTUM: Number

PLAYER_MAX_ACTIVE_SPELLS

var PLAYER_MAX_ACTIVE_SPELLS: String

PLAYER_START_SLOT_SPELLS

var PLAYER_START_SLOT_SPELLS: String

PLAYER_START_SLOT_POCKET

var PLAYER_START_SLOT_POCKET: String

PLAYER_MAX_ITEM_SHORTCUTS

var PLAYER_MAX_ITEM_SHORTCUTS: Number

SPRINT_BUFFS

var SPRINT_BUFFS: Array

DEATH_PENALTY_BUFF

var DEATH_PENALTY_BUFF: Number

m_BaseWidth

var m_BaseWidth: Number

m_BigWidth

var m_BigWidth: Number

m_BaseHeight

var m_BaseHeight: Number

m_InitialY

var m_InitialY: Number

m_SpellTemplatesSwap

var m_SpellTemplatesSwap: Array

m_DodgeBuffSpellID

var m_DodgeBuffSpellID: Number

m_DodgeIntervalID

var m_DodgeIntervalID: Number

m_DodgeStartTime

var m_DodgeStartTime: Number

m_DodgeDuration

var m_DodgeDuration: Number

m_DeathPenaltyTooltip

var m_DeathPenaltyTooltip: TooltipInterface

m_DeathPenaltyTooltipTimeout

var m_DeathPenaltyTooltipTimeout: Number

m_EditModeMask

var m_EditModeMask: MovieClip

Functions

onLoad

function onLoad()

OnModuleActivated

function OnModuleActivated(config: Archive):Void

Update Hotkey Labels

onUnload

function onUnload()

SlotToggleCombat

function SlotToggleCombat(isInCombat)

CreateItemSlot

function CreateItemSlot(slotID: Number):MovieClip

SlotInvisibleBuffAdded

function SlotInvisibleBuffAdded(buffId: Number) : Void

SlotBuffRemoved

function SlotBuffRemoved(buffId: Number) : Void

UpdateDeathPenalty

function UpdateDeathPenalty()

SlotCharacterDead

function SlotCharacterDead()

SlotCharacterAlive

function SlotCharacterAlive()

UpdateDeathOverlay

function UpdateDeathOverlay()

UpdateSprint

function UpdateSprint()

SprintMouseUp

function SprintMouseUp()

DeathPenaltyMouseDown

function DeathPenaltyMouseDown()

DeathPenaltyMouseUp

function DeathPenaltyMouseUp()

DeathPenaltyRollOver

function DeathPenaltyRollOver()

DeathPenaltyRollOut

function DeathPenaltyRollOut()

StartDeathPenaltyTooltipTimeout

function StartDeathPenaltyTooltipTimeout()

StopDeathPenaltyTooltipTimeout

function StopDeathPenaltyTooltipTimeout()

OpenDeathPenaltyTooltip

function OpenDeathPenaltyTooltip()

CloseDeathPenaltyTooltip

function CloseDeathPenaltyTooltip()

UpdateDodgeBar

function UpdateDodgeBar(): Void

SlotAbilityBarVisibilityChanged

function SlotAbilityBarVisibilityChanged()

SlotHotkeyChanged

function SlotHotkeyChanged(hotkeyId: Number) : Void

SlotShortcutbarHotkeysVisibleChanged

function SlotShortcutbarHotkeysVisibleChanged()

SlotMouseUpItem

function SlotMouseUpItem(itemSlot: ItemSlot,
buttonIndex: Number)

SlotStartDragItem

function SlotStartDragItem(itemSlot: ItemSlot,
stackSize: Number)

SlotMouseUpEmptySlot

function SlotMouseUpEmptySlot(itemSlot: ItemSlot,
buttonIdx: Number)

SlotItemDroppedOnDesktop

function SlotItemDroppedOnDesktop()

SlotDragHandled

function SlotDragHandled()

SlotSwapShortcut

function SlotSwapShortcut(itemPos: Number,
templateID: Number,
switchBackTime: Number):Void

SlotRestoreSwapBar

function SlotRestoreSwapBar():Void

ShowHotkeyLabels

function ShowHotkeyLabels():Void

SlotSwapBar

function SlotSwapBar(spellTemplates: Array):Void

UpdateSwappedBar

function UpdateSwappedBar():Void

IsAbilityShortcut

function IsAbilityShortcut(itemPos: Number):Boolean

IsItemShortcut

function IsItemShortcut(itemPos: Number):Boolean

SwapAbilities

function SwapAbilities(itemPos: Number,
swapBackTime: Number):Void

SlotShortcutAdded

function SlotShortcutAdded(itemPos: Number) : Void

Signal sent when a shortcut has been added.  This also happens when you teleport to a new pf.  Note that you might get an SignalShortcutEnabled right afterward if the shortcut is disabled.  And SignalCooldownTime if it’s in cooldown.

Parameters

itemPos:Number The position the item was added to.  This is used for refering to this item.

SlotShortcutRemoved

function SlotShortcutRemoved(itemPos: Number) : Void

Signal sent when a shortcut has been removed.  This will not be sent if the shortcut changes position, moved.

Parameters

itemPos:Number The position the item was added to.  This is used for refering to this item.

SlotShortcutMoved

function SlotShortcutMoved(p_from: Number,
p_to: Number) : Void

Signal sent when a shortcut has been move to some other spot.  No add/remove signal will be triggered.

Parameters

fromPos:Number The position the item was move from.
toPos:Number The position the item was move to.

SlotShortcutEnabled

function SlotShortcutEnabled(itemPos: Number,
enabled: Boolean) : Void

Signal sent when a shortcut is enabled/disabled.  Will also be send when you enter a new playfield.

Parameters

itemPos:Number The position of the item.
enabled:Number 0=disable, 1=enabled

SlotShortcutRangeEnabled

function SlotShortcutRangeEnabled(itemPos: Number,
enabled: Boolean) : Void

Signal sent when a shortcut is enabled/disabled via range.

Parameters

itemPos:Number The position of the item.
enabled:Boolean Enabled/Disabled

SlotShortcutResourceEnabled

function SlotShortcutResourceEnabled(itemPos: Number,
enabled: Boolean) : Void

Signal sent when a shortcut is enabled/disabled via resource.

Parameters

itemPos:Number The position of the item.
enabled:Boolean Enabled/Disabled

SlotShortcutUsed

function SlotShortcutUsed(itemPos: Number)

SlotShortcutAddedToQueue

function SlotShortcutAddedToQueue(itemPos: Number)

SlotShortcutRemovedFromQueue

function SlotShortcutRemovedFromQueue(itemPos: Number)

SlotShortcutsRefresh

function SlotShortcutsRefresh() : Void

Signal that triggers every time the player load the game or teleports or whatever, will call the SlotShortcutAdded for every shortcut item.

SlotShortcutStatChanged

function SlotShortcutStatChanged(itemPos: Number,
stat: Number,
value: Number) : Void

Signal sent when a shortcut changed one of it’s stats.  Probably most usefull for stacksize changes.

Parameters

itemPos:Number The position of the item.
stat:Number The stat that changed.  See Enums/Stats.as
value:Number The new value for the stat.

SlotItemRemoved

function SlotItemRemoved(inventoryID: com.Utils.ID32,
itemPos: Number,
moved: Boolean)

SlotItemCooldown

function SlotItemCooldown(inventoryID: com.Utils.ID32,
itemPos: Number,
seconds: Number)

SlotItemCooldownRemoved

function SlotItemCooldownRemoved(inventoryID: com.Utils.ID32,
itemPos: Number)

SlotCooldownTime

function SlotCooldownTime(itemPos: Number,
cooldownStart: Number,
cooldownEnd: Number,
cooldownFlags: Number) : Void

SlotSignalShortcutMaxMomentumEnabled

function SlotSignalShortcutMaxMomentumEnabled(itemPos: Number,
enabled: Boolean) : Void

Method invoked when a shortcut is enters its max momentum.

Parameters

itemPos:Number The position of the item.

SlotSignalCommandStarted

function SlotSignalCommandStarted(name: String,
progressBarType: Number) : Void

SlotSignalCommandEnded

function SlotSignalCommandEnded()

SlotSignalCommandAborted

function SlotSignalCommandAborted()

GetAbilitySlot

function GetAbilitySlot(itemPos: Number) : GUI.HUD.ActiveAbilitySlot

onDragBegin

function onDragBegin(event: Object)

GetMouseSlotID

function GetMouseSlotID() : Number

onDragEnd

function onDragEnd(event: Object)

SlotSetGUIEditMode

function SlotSetGUIEditMode(edit: Boolean)

SlotEditMaskPressed

function SlotEditMaskPressed()

SlotEditMaskReleased

function SlotEditMaskReleased()

LayoutEditModeMask

function LayoutEditModeMask()
var m_GadgetSlot: MovieClip
this is all the logic applying to the AbilityBar
var m_DodgeBar: MovieClip
var m_PotionSlot: AnimaPotion
var m_DeathPenalty: MovieClip
var m_DeathOverlay: MovieClip
var m_SprintIcon: MovieClip
var m_MainBar: MovieClip
var m_ItemBG: MovieClip
var m_CombatIndicator: MovieClip
var m_LMB_Hotkey: MovieClip
var m_RMB_Hotkey: MovieClip
var m_DodgeAnim: MovieClip
var m_AbilitySlots: Array
var m_ItemSlots: Array
var m_AbilityBarVisible: DistributedValue
var m_ShowHotkeys: DistributedValue
var m_Character: Character
var m_UsedShortcut: Number
var m_Inventory: Inventory
var STATE_WRONG_HEAPON: Number
var STATE_OUT_OF_RANGE: Number
var STATE_NO_RESOURCE: Number
var STATE_CASTING: Number
var STATE_CHANNELING: Number
var STATE_COOLDOWN: Number
var STATE_GLOBAL_COOLDOWN: Number
var STATE_ACTIVE: Number
var STATE_MAX_MOMENTUM: Number
var PLAYER_MAX_ACTIVE_SPELLS: String
var PLAYER_START_SLOT_SPELLS: String
var PLAYER_START_SLOT_POCKET: String
var PLAYER_MAX_ITEM_SHORTCUTS: Number
var SPRINT_BUFFS: Array
var DEATH_PENALTY_BUFF: Number
var m_BaseWidth: Number
var m_BigWidth: Number
var m_BaseHeight: Number
var m_InitialY: Number
var m_SpellTemplatesSwap: Array
var m_DodgeBuffSpellID: Number
var m_DodgeIntervalID: Number
var m_DodgeStartTime: Number
var m_DodgeDuration: Number
var m_DeathPenaltyTooltip: TooltipInterface
var m_DeathPenaltyTooltipTimeout: Number
var m_EditModeMask: MovieClip
function onLoad()
function OnModuleActivated(config: Archive):Void
Update Hotkey Labels
function onUnload()
function SlotToggleCombat(isInCombat)
function CreateItemSlot(slotID: Number):MovieClip
function SlotInvisibleBuffAdded(buffId: Number) : Void
function SlotBuffRemoved(buffId: Number) : Void
function UpdateDeathPenalty()
function SlotCharacterDead()
function SlotCharacterAlive()
function UpdateDeathOverlay()
function UpdateSprint()
function SprintMouseUp()
function DeathPenaltyMouseDown()
function DeathPenaltyMouseUp()
function DeathPenaltyRollOver()
function DeathPenaltyRollOut()
function StartDeathPenaltyTooltipTimeout()
function StopDeathPenaltyTooltipTimeout()
function OpenDeathPenaltyTooltip()
function CloseDeathPenaltyTooltip()
function UpdateDodgeBar(): Void
function SlotAbilityBarVisibilityChanged()
function SlotHotkeyChanged(hotkeyId: Number) : Void
function SlotShortcutbarHotkeysVisibleChanged()
function SlotMouseUpItem(itemSlot: ItemSlot,
buttonIndex: Number)
function SlotStartDragItem(itemSlot: ItemSlot,
stackSize: Number)
function SlotMouseUpEmptySlot(itemSlot: ItemSlot,
buttonIdx: Number)
function SlotItemDroppedOnDesktop()
function SlotDragHandled()
function SlotSwapShortcut(itemPos: Number,
templateID: Number,
switchBackTime: Number):Void
function SlotRestoreSwapBar():Void
function ShowHotkeyLabels():Void
function SlotSwapBar(spellTemplates: Array):Void
function UpdateSwappedBar():Void
function IsAbilityShortcut(itemPos: Number):Boolean
function IsItemShortcut(itemPos: Number):Boolean
function SwapAbilities(itemPos: Number,
swapBackTime: Number):Void
function SlotShortcutAdded(itemPos: Number) : Void
Signal sent when a shortcut has been added.
function SlotShortcutRemoved(itemPos: Number) : Void
Signal sent when a shortcut has been removed.
function SlotShortcutMoved(p_from: Number,
p_to: Number) : Void
Signal sent when a shortcut has been move to some other spot.
function SlotShortcutEnabled(itemPos: Number,
enabled: Boolean) : Void
Signal sent when a shortcut is enabled/disabled.
function SlotShortcutRangeEnabled(itemPos: Number,
enabled: Boolean) : Void
Signal sent when a shortcut is enabled/disabled via range.
function SlotShortcutResourceEnabled(itemPos: Number,
enabled: Boolean) : Void
Signal sent when a shortcut is enabled/disabled via resource.
function SlotShortcutUsed(itemPos: Number)
function SlotShortcutAddedToQueue(itemPos: Number)
function SlotShortcutRemovedFromQueue(itemPos: Number)
function SlotShortcutsRefresh() : Void
Signal that triggers every time the player load the game or teleports or whatever, will call the SlotShortcutAdded for every shortcut item.
function SlotShortcutStatChanged(itemPos: Number,
stat: Number,
value: Number) : Void
Signal sent when a shortcut changed one of it’s stats.
function SlotItemRemoved(inventoryID: com.Utils.ID32,
itemPos: Number,
moved: Boolean)
function SlotItemCooldown(inventoryID: com.Utils.ID32,
itemPos: Number,
seconds: Number)
function SlotItemCooldownRemoved(inventoryID: com.Utils.ID32,
itemPos: Number)
function SlotCooldownTime(itemPos: Number,
cooldownStart: Number,
cooldownEnd: Number,
cooldownFlags: Number) : Void
function SlotSignalShortcutMaxMomentumEnabled(itemPos: Number,
enabled: Boolean) : Void
Method invoked when a shortcut is enters its max momentum.
function SlotSignalCommandStarted(name: String,
progressBarType: Number) : Void
function SlotSignalCommandEnded()
function SlotSignalCommandAborted()
function GetAbilitySlot(itemPos: Number) : GUI.HUD.ActiveAbilitySlot
function onDragBegin(event: Object)
function GetMouseSlotID() : Number
function onDragEnd(event: Object)
function SlotSetGUIEditMode(edit: Boolean)
function SlotEditMaskPressed()
function SlotEditMaskReleased()
function LayoutEditModeMask()
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