SkillHive.as

Summary
SkillHive.as
Variables
TEMPLATE
CELL
WHEEL_PADDING
INNER_RADIUS
INNER_RADIUS_BACKGROUND
PANE_HEADER_OFFSET
PANE_CLOSE_WIDTH
SCROLL_INTERVAL
PANEL_TWEEN_SPEED
ACTIVE_SHORTCUT_FIRST_SLOT
PASSIVE_SHORTCUT_FIRST_SLOT
AUGMENT_SHORTCUT_FIRST_SLOT
DAMAGE_AUGMENT
SUPPORT_AUGMENT
HEALING_AUGMENT
SURVIVABILITY_AUGMENT
DAMAGE_AUGMENT_BIT
HEALING_AUGMENT_BIT
SURVIVABILITY_AUGMENT_BIT
SUPPORT_AUGMENT_BIT
AUXILLIARY_SLOT_ACHIEVEMENT
AUGMENT_SLOT_ACHIEVEMENT
ULTIMATE_ABILITY_UNLOCK
m_SelectedAbilityWheel
m_SelectedAbilityWheelIndex
m_AbilityWheels
m_AbilityWheelButtons
m_AbilityWheelSelector
m_UpdateOnAdvancedChanged
m_RingBackground
m_TemplateFilter
m_IsWidescreen
m_Character
m_ActiveDialog
m_ShowTemplateAbilities
m_DeselectAbilityClip
m_IsDraggingAbility
m_TrainedAbilities
m_CellAbilities
m_CellAbilitiesHeight
m_DefaultCellAbilityHeight
m_SelectedCellPowers
m_SelectedCellAbilityClip
m_CurrentEquipPanel
m_CurrentEquipPopupHolder
m_CurrentEquipPopupMenu
m_SelectedFeat
m_DetailedText
m_UltimateTooltip
m_PanelScale
i_Cell
m_VisibleSheet
m_DefaultSkillhiveBackgroundWidth
m_SelectedTemplate
m_TemplateFilterArray
m_SidePanesArray
m_PaneLayoutArray
m_Mask
m_PanelOpenWidths
m_x
m_Y
m_NumOpen
m_IsPowerInventoryOpen
m_PassiveBarVisible
m_ActiveBarVisible
m_CharacterSkillPointGUIMonitor
m_ResourceIconMonitor
m_AdvancedTooltipMonitor
m_ShowAdvancedTooltips
m_HyperLinkClicked
m_LastClickedCellAbility
m_PowerInventory
m_AugmentWheelIndex
m_MainWheelIndex
m_AuxilliaryWheelIndex
m_AbilityClipNameHeight
m_AbilityClipTypeY
m_AbilityClipDescriptionY
m_AbilityClipDescriptionHeight
m_AbilityClipAugmentLevelY
Functions
onLoad
drawCellSidePanel
SwitchToAugment
SwitchToAuxilliary
SlotAbilityWheelButton
SlotNextAbilityWheel
SlotPreviousAbilityWheel
ToggleNoCellSelectedMessage
SetSelectedAbilityWheel
ToggleAbilityWheelButtonsSizes
UpdateAbilityWheelVisibility
ShowAbilityWheels
CreateMainSkillWheel
CreateAuxilliaryWheel
CreateAugmentWheel
GetAbilityWheelContainingCluster
onUnload
CloseSkillHive
SlotSkillHiveHelp
OnModuleDeactivated
OnModuleActivated
ResizeHandlerLAYOUT FUNCTIONALITY
SetAspectRatio
Layout
GetLeftSideWidththe sidepanes
SlotDragHandled
SlotCellSelected
SlotCellAbilitySelected
SlotWheelAnimated
SlotAbilitySelected
RefreshSkillWheelRefreshes and redraws the entire skillwheel
SlotFeatUntrained
SlotFeatTrained
ShowPassiveBarPASSIVE / ACTIVE BAR FUNCTIONALITY
ShowActiveBar
SlotDragBegin
SlotToggleVisibilityPassiveBar
SlotToggleVisibilityActiveBar
CreateScrollbarSCROLLBAR FUNCTIONALITY
UpdateScrollBar
RemoveScrollBar
onMouseWheel
OnCellScrollbarUpdatewhen interacting with the scrollbar
SlotCellAbilityPressupdate the position of the abilities
SlotCellMouseDown
SlotCellMouseUp
SlotHyperLinkClicked
CellAbilityPress
SlotCellAbilityRelease
SlotAbilityTextRelease
CellAbilityRelease
EquipAbilityInFirstFreeSlot
SlotUpdateCellPanelTimer
SlotUpdateCellPanel
SelectCellAbilityCalled when an ability has been selected.
InterpolateAbilitiesInterpolates/tweens all abilities to the correct position
SelectAbility
DeselectAbilitytween the selected line around
CreateDetailedTextClip
SlotBuyAbilityFUNCTIONALITY FOR ABILITY BUTTONS
BuyAbility
TrainFeat
RefundAbility
SlotRefundAbility
UnEquipAbility
EquipAbility
SlotEquipButtonRollOver
SlotEquipButtonRollOut
SlotEquipButtonPressed
RemoveEquipPopup
SlotRemoveEquipPopup
FillAbilityClips
UpdateAbilityClips
SetupCellAbility
UpdateUltimateAbility
ShowUltimateTooltip
CloseUltimateTooltip
FloatUltimateTooltip
SlotNextUltimateAbility
SlotPreviousUltimateAbility
UpdateAbilityCostButton
SetupPowerInventory
PowerInventoryClickHandler
UpdatePowerInventoryPosition
SetupSkillPointsPanel
SlotUpdateAdvancedTooltips
ToggleAdvancedTooltips
UpdateResourceIcons
SlotToggleCharacterSkillPointGUI
CharacterSkillPointButtonHandler
AnimateCharacterSkillPointPanel
GetSidepaneWidth
SetupSidePanesLAYOUT OF THE TABS (the part you interact with at least) mc: i_Tab // the tab i_ExpandableTab // the bit with the name sideways i_TabClip // tha actual clip that gets moved in and out i_Text // the vertical textfield i_TabArrow // the arrows used to open the pane (the open method is actually triggered on i_TabClip) i_Text // the horizontal textfield i_TabArrow // the arrows you click to collapse the pane
OpenPaneOpens a pane
MovePaneIf a pane kkeps its old state, but chenges position because other panes move.
ClosePaneCloses a pane
ShowCliptweens a clip in, makes sure it is at 0 alpha and visible first
HideClipHides a clip by tweening out and then hiding
SlotSwitchSheetswitches sheet on demend
UpdateBackgroundAndBarPositionscheck towards old positions and execute
SetSidePaneMask
UpdateTotalSkillpoints
UpdateHiveCompletion
SlotTokenChanged
SlotUpdateShortcuts
IsFeatInTemplateTEMPLATE FUNCTIONALITY*
GetTemplateClipName
SlotToggleTemplateAbilities
SlotTemplateSelected
ShowTemplates
RGBHELPER FUNCTIONS
IsPaneOpen
IsPaneLocked
GetCellAbilityClip
IsPassiveAbility
IsActiveAbility
GetPowerLevelColor

Variables

TEMPLATE

var TEMPLATE: Number

CELL

var CELL: Number

WHEEL_PADDING

var WHEEL_PADDING: Number

INNER_RADIUS

var INNER_RADIUS: Number

INNER_RADIUS_BACKGROUND

var INNER_RADIUS_BACKGROUND

PANE_HEADER_OFFSET

var PANE_HEADER_OFFSET: Number

PANE_CLOSE_WIDTH

var PANE_CLOSE_WIDTH: Number

SCROLL_INTERVAL

var SCROLL_INTERVAL: Number

PANEL_TWEEN_SPEED

var PANEL_TWEEN_SPEED: Number

ACTIVE_SHORTCUT_FIRST_SLOT

var ACTIVE_SHORTCUT_FIRST_SLOT: Number

PASSIVE_SHORTCUT_FIRST_SLOT

var PASSIVE_SHORTCUT_FIRST_SLOT: Number

AUGMENT_SHORTCUT_FIRST_SLOT

var AUGMENT_SHORTCUT_FIRST_SLOT: Number

DAMAGE_AUGMENT

var DAMAGE_AUGMENT

SUPPORT_AUGMENT

var SUPPORT_AUGMENT

HEALING_AUGMENT

var HEALING_AUGMENT

SURVIVABILITY_AUGMENT

var SURVIVABILITY_AUGMENT

DAMAGE_AUGMENT_BIT

var DAMAGE_AUGMENT_BIT: Number

HEALING_AUGMENT_BIT

var HEALING_AUGMENT_BIT: Number

SURVIVABILITY_AUGMENT_BIT

var SURVIVABILITY_AUGMENT_BIT: Number

SUPPORT_AUGMENT_BIT

var SUPPORT_AUGMENT_BIT: Number

AUXILLIARY_SLOT_ACHIEVEMENT

var AUXILLIARY_SLOT_ACHIEVEMENT: Number

AUGMENT_SLOT_ACHIEVEMENT

var AUGMENT_SLOT_ACHIEVEMENT: Number

ULTIMATE_ABILITY_UNLOCK

var ULTIMATE_ABILITY_UNLOCK: Number

m_SelectedAbilityWheel

var m_SelectedAbilityWheel: MovieClip

m_SelectedAbilityWheelIndex

var m_SelectedAbilityWheelIndex: Number

m_AbilityWheels

var m_AbilityWheels: Array

m_AbilityWheelButtons

var m_AbilityWheelButtons: Array

m_AbilityWheelSelector

var m_AbilityWheelSelector: MovieClip

m_UpdateOnAdvancedChanged

var m_UpdateOnAdvancedChanged: Boolean

m_RingBackground

var m_RingBackground: MovieClip

m_TemplateFilter

var m_TemplateFilter: MovieClip

m_IsWidescreen

var m_IsWidescreen: Boolean

m_Character

var m_Character: Character

m_ActiveDialog

var m_ActiveDialog: DialogIF

m_ShowTemplateAbilities

var m_ShowTemplateAbilities: Boolean

m_DeselectAbilityClip

var m_DeselectAbilityClip: Boolean

m_IsDraggingAbility

var m_IsDraggingAbility: Boolean

m_TrainedAbilities

var m_TrainedAbilities: Number

m_CellAbilities

var m_CellAbilities: Array

m_CellAbilitiesHeight

var m_CellAbilitiesHeight: Number

m_DefaultCellAbilityHeight

var m_DefaultCellAbilityHeight: Number

m_SelectedCellPowers

var m_SelectedCellPowers: Object

m_SelectedCellAbilityClip

var m_SelectedCellAbilityClip: MovieClip

m_CurrentEquipPanel

var m_CurrentEquipPanel: MovieClip

m_CurrentEquipPopupHolder

var m_CurrentEquipPopupHolder: MovieClip

m_CurrentEquipPopupMenu

var m_CurrentEquipPopupMenu: SkillhiveEquipPopup

m_SelectedFeat

var m_SelectedFeat: FeatData

m_DetailedText

var m_DetailedText: MovieClip

m_UltimateTooltip

var m_UltimateTooltip: TooltipInterface

m_PanelScale

var m_PanelScale: Number

i_Cell

var i_Cell: MovieClip

m_VisibleSheet

var m_VisibleSheet: MovieClip

m_DefaultSkillhiveBackgroundWidth

var m_DefaultSkillhiveBackgroundWidth: Number

m_SelectedTemplate

var m_SelectedTemplate: SkillTemplate

m_TemplateFilterArray

var m_TemplateFilterArray: Array

m_SidePanesArray

var m_SidePanesArray: Array

m_PaneLayoutArray

var m_PaneLayoutArray: Array

m_Mask

var m_Mask: MovieClip

m_PanelOpenWidths

var m_PanelOpenWidths: Array

m_x

var m_x: Number

m_Y

var m_Y: Number

m_NumOpen

var m_NumOpen: Number

m_IsPowerInventoryOpen

var m_IsPowerInventoryOpen: Boolean

m_PassiveBarVisible

var m_PassiveBarVisible: Boolean

m_ActiveBarVisible

var m_ActiveBarVisible: Boolean

m_CharacterSkillPointGUIMonitor

var m_CharacterSkillPointGUIMonitor: DistributedValue

m_ResourceIconMonitor

var m_ResourceIconMonitor: DistributedValue

m_AdvancedTooltipMonitor

var m_AdvancedTooltipMonitor: DistributedValue

m_ShowAdvancedTooltips

var m_ShowAdvancedTooltips: Boolean

m_HyperLinkClicked

var m_HyperLinkClicked: Boolean

m_LastClickedCellAbility

var m_LastClickedCellAbility: Number

m_PowerInventory

var m_PowerInventory: SkillhivePowerInventory

m_AugmentWheelIndex

var m_AugmentWheelIndex: Number

m_MainWheelIndex

var m_MainWheelIndex: Number

m_AuxilliaryWheelIndex

var m_AuxilliaryWheelIndex: Number

m_AbilityClipNameHeight

var m_AbilityClipNameHeight: Number

m_AbilityClipTypeY

var m_AbilityClipTypeY: Number

m_AbilityClipDescriptionY

var m_AbilityClipDescriptionY: Number

m_AbilityClipDescriptionHeight

var m_AbilityClipDescriptionHeight: Number

m_AbilityClipAugmentLevelY

var m_AbilityClipAugmentLevelY: Number

Functions

onLoad

function onLoad()

drawCellSidePanel

function drawCellSidePanel(numAbilities: Number)

SwitchToAugment

function SwitchToAugment():Void

SwitchToAuxilliary

function SwitchToAuxilliary():Void

SlotAbilityWheelButton

function SlotAbilityWheelButton(event: Object)

SlotNextAbilityWheel

function SlotNextAbilityWheel()

SlotPreviousAbilityWheel

function SlotPreviousAbilityWheel()

ToggleNoCellSelectedMessage

function ToggleNoCellSelectedMessage(visible: Boolean):Void

SetSelectedAbilityWheel

function SetSelectedAbilityWheel(wheelIndex: Number,
snapAnimation: Boolean,
animateLeft: Boolean)

ToggleAbilityWheelButtonsSizes

function ToggleAbilityWheelButtonsSizes():Void

UpdateAbilityWheelVisibility

function UpdateAbilityWheelVisibility()

ShowAbilityWheels

function ShowAbilityWheels(show: Boolean)

CreateMainSkillWheel

function CreateMainSkillWheel()

CreateAuxilliaryWheel

function CreateAuxilliaryWheel()

CreateAugmentWheel

function CreateAugmentWheel()

GetAbilityWheelContainingCluster

function GetAbilityWheelContainingCluster(clusterIndex: Number)

onUnload

function onUnload()

CloseSkillHive

function CloseSkillHive()

SlotSkillHiveHelp

function SlotSkillHiveHelp(event: Object):Void

OnModuleDeactivated

function OnModuleDeactivated()

OnModuleActivated

function OnModuleActivated(config: Archive)

ResizeHandler

function ResizeHandler(w,
h ,
x,
y)

LAYOUT FUNCTIONALITY

SetAspectRatio

function SetAspectRatio()

Layout

function Layout()

GetLeftSideWidth

function GetLeftSideWidth():Number

the sidepanes

SlotDragHandled

function SlotDragHandled()

SlotCellSelected

function SlotCellSelected(cell: Cell)

SlotCellAbilitySelected

function SlotCellAbilitySelected(abilityIndex: Number)

SlotWheelAnimated

function SlotWheelAnimated()

SlotAbilitySelected

function SlotAbilitySelected(clusterIndex: Number,
cellIndex: Number,
abilityIndex: Number)

RefreshSkillWheel

function RefreshSkillWheel()

Refreshes and redraws the entire skillwheel

SlotFeatUntrained

function SlotFeatUntrained()

SlotFeatTrained

function SlotFeatTrained(featID: Number)

ShowPassiveBar

function ShowPassiveBar()

PASSIVE / ACTIVE BAR FUNCTIONALITY

ShowActiveBar

function ShowActiveBar()

SlotDragBegin

function SlotDragBegin(event: Object)

SlotToggleVisibilityPassiveBar

function SlotToggleVisibilityPassiveBar(snap: Boolean)

SlotToggleVisibilityActiveBar

function SlotToggleVisibilityActiveBar(snap: Boolean)

CreateScrollbar

function CreateScrollbar(clip: MovieClip,
callback: String)

SCROLLBAR FUNCTIONALITY

UpdateScrollBar

function UpdateScrollBar(id: Number)

RemoveScrollBar

function RemoveScrollBar()

onMouseWheel

function onMouseWheel(delta: Number)

OnCellScrollbarUpdate

function OnCellScrollbarUpdate(event: Object)

when interacting with the scrollbar

SlotCellAbilityPress

function SlotCellAbilityPress(buttonIndex: Number)

update the position of the abilities

SlotCellMouseDown

function SlotCellMouseDown()

SlotCellMouseUp

function SlotCellMouseUp()

SlotHyperLinkClicked

function SlotHyperLinkClicked(target: String)

CellAbilityPress

function CellAbilityPress(target,
buttonIndex)

SlotCellAbilityRelease

function SlotCellAbilityRelease(buttonIndex: Number)

SlotAbilityTextRelease

function SlotAbilityTextRelease(buttonIndex: Number)

CellAbilityRelease

function CellAbilityRelease(target, 
buttonIndex: Number)

EquipAbilityInFirstFreeSlot

function EquipAbilityInFirstFreeSlot(spellId: Number,
spellType: Number)

SlotUpdateCellPanelTimer

function SlotUpdateCellPanelTimer(buffID: Number)

SlotUpdateCellPanel

function SlotUpdateCellPanel()

SelectCellAbility

function SelectCellAbility(abilityIdx: Number,
toggle: Boolean)

Called when an ability has been selected.  This function will expand/close / the selected ability, and interpolate the other abilities /@param abilityIdx [in] the index of the ability pressed in the cell ( 0 -> NumAbilities) /@param toggle [in] will deselect an ability if it is already open

InterpolateAbilities

function InterpolateAbilities(snap: Boolean)

Interpolates/tweens all abilities to the correct position

SelectAbility

function SelectAbility(abilityClip: MovieClip,
snap: Boolean)

DeselectAbility

function DeselectAbility(abilityClip: MovieClip,
snap: Boolean)

tween the selected line around

CreateDetailedTextClip

function CreateDetailedTextClip(parent: MovieClip,
spellId: Number,
spellType: Number)

SlotBuyAbility

function SlotBuyAbility(featID: Number)

FUNCTIONALITY FOR ABILITY BUTTONS

BuyAbility

function BuyAbility()

TrainFeat

function TrainFeat(featID: Number)

RefundAbility

function RefundAbility()

SlotRefundAbility

function SlotRefundAbility(buttonID: Number,
featID: Number)

UnEquipAbility

function UnEquipAbility()

EquipAbility

function EquipAbility()

SlotEquipButtonRollOver

function SlotEquipButtonRollOver(buttonId: Number)

SlotEquipButtonRollOut

function SlotEquipButtonRollOut(buttonId: Number)

SlotEquipButtonPressed

function SlotEquipButtonPressed(buttonId: Number)

RemoveEquipPopup

function RemoveEquipPopup()

SlotRemoveEquipPopup

function SlotRemoveEquipPopup()

FillAbilityClips

function FillAbilityClips(cell: Cell)

UpdateAbilityClips

function UpdateAbilityClips():Void

SetupCellAbility

function SetupCellAbility(abilityClip: MovieClip,
featID: Number)

UpdateUltimateAbility

function UpdateUltimateAbility()

ShowUltimateTooltip

function ShowUltimateTooltip()

CloseUltimateTooltip

function CloseUltimateTooltip()

FloatUltimateTooltip

function FloatUltimateTooltip()

SlotNextUltimateAbility

function SlotNextUltimateAbility()

SlotPreviousUltimateAbility

function SlotPreviousUltimateAbility()

UpdateAbilityCostButton

function UpdateAbilityCostButton(buttonClip: MovieClip,
cost: Number,
enableButton: Boolean,
overrideTextColor: Number)

SetupPowerInventory

function SetupPowerInventory(isOpen: Boolean)

PowerInventoryClickHandler

function PowerInventoryClickHandler()

UpdatePowerInventoryPosition

function UpdatePowerInventoryPosition(snap: Boolean)

SetupSkillPointsPanel

function SetupSkillPointsPanel(pulsateButton: Boolean):Void

SlotUpdateAdvancedTooltips

function SlotUpdateAdvancedTooltips()

ToggleAdvancedTooltips

function ToggleAdvancedTooltips()

UpdateResourceIcons

function UpdateResourceIcons()

SlotToggleCharacterSkillPointGUI

function SlotToggleCharacterSkillPointGUI()

CharacterSkillPointButtonHandler

function CharacterSkillPointButtonHandler()

AnimateCharacterSkillPointPanel

function AnimateCharacterSkillPointPanel(open: Boolean,
snap: Boolean):Void

GetSidepaneWidth

function GetSidepaneWidth()

SetupSidePanes

function SetupSidePanes() : Void

LAYOUT OF THE TABS (the part you interact with at least) mc: i_Tab // the tab i_ExpandableTab // the bit with the name sideways i_TabClip // tha actual clip that gets moved in and out i_Text // the vertical textfield i_TabArrow // the arrows used to open the pane (the open method is actually triggered on i_TabClip) i_Text // the horizontal textfield i_TabArrow // the arrows you click to collapse the pane

Sets up the sidepanes positions in their default setup ( do we need to change this to support saved state?)

OpenPane

function OpenPane(obj: Object,
x: Number,
snap: Boolean)

Opens a pane

Parameters

param obj:Object - object containing reference to the pane we open
param x:Number - the new xpos

MovePane

function MovePane(obj: Object,
x: Number,
snap: Boolean)

If a pane kkeps its old state, but chenges position because other panes move.

Parameters

param obj:Object - the object that wraps the pane
param x:Number - the position to tween to

ClosePane

function ClosePane(obj: Object,
x: Number,
snap: Boolean)

Closes a pane

Parameters

param obj:Object - object containing reference to the pane we close
param x:Number - the new xpos

ShowClip

function ShowClip(clip: MovieClip,
snap: Boolean) : Void

tweens a clip in, makes sure it is at 0 alpha and visible first

Parameters

param clip:MovieClip - the clip to hide
snap:Boolean - flag indication if we are just moving the tab, thus not tweening the openstate

HideClip

function HideClip(clip: MovieClip,
snap: Boolean): Void

Hides a clip by tweening out and then hiding

Parameters

param clip:MovieClip - the button to hide
snap:Boolean - flag indication if we are just moving the tab, thus not tweening the openstate

SlotSwitchSheet

function SlotSwitchSheet(id: Number,
snap: Boolean)

switches sheet on demend

UpdateBackgroundAndBarPositions

function UpdateBackgroundAndBarPositions(snap: Boolean)

check towards old positions and execute

SetSidePaneMask

function SetSidePaneMask(pane: MovieClip)

UpdateTotalSkillpoints

function UpdateTotalSkillpoints()

UpdateHiveCompletion

function UpdateHiveCompletion()

SlotTokenChanged

function SlotTokenChanged(tokenID: Number,
newAmount: Number,
oldAmount: Number)

SlotUpdateShortcuts

function SlotUpdateShortcuts()

IsFeatInTemplate

function IsFeatInTemplate(featID: Number)

TEMPLATE FUNCTIONALITY*

GetTemplateClipName

function GetTemplateClipName(featData: FeatData):String

SlotToggleTemplateAbilities

function SlotToggleTemplateAbilities(event: Object)

SlotTemplateSelected

function SlotTemplateSelected(template: SkillTemplate)

ShowTemplates

function ShowTemplates()

RGB

function RGB(r: Number,
g: Number,
b: Number) : Number

HELPER FUNCTIONS

IsPaneOpen

function IsPaneOpen(paneID: Number):Boolean

IsPaneLocked

function IsPaneLocked(paneID: Number):Boolean

GetCellAbilityClip

function GetCellAbilityClip(cellIdx: Number)

IsPassiveAbility

function IsPassiveAbility(spellType: Number)

IsActiveAbility

function IsActiveAbility(spellType: Number)

GetPowerLevelColor

function GetPowerLevelColor(powerLevel: Number):Number
var TEMPLATE: Number
var CELL: Number
var WHEEL_PADDING: Number
var INNER_RADIUS: Number
var INNER_RADIUS_BACKGROUND
var PANE_HEADER_OFFSET: Number
var PANE_CLOSE_WIDTH: Number
var SCROLL_INTERVAL: Number
var PANEL_TWEEN_SPEED: Number
var ACTIVE_SHORTCUT_FIRST_SLOT: Number
var PASSIVE_SHORTCUT_FIRST_SLOT: Number
var AUGMENT_SHORTCUT_FIRST_SLOT: Number
var DAMAGE_AUGMENT
var SUPPORT_AUGMENT
var HEALING_AUGMENT
var SURVIVABILITY_AUGMENT
var DAMAGE_AUGMENT_BIT: Number
var HEALING_AUGMENT_BIT: Number
var SURVIVABILITY_AUGMENT_BIT: Number
var SUPPORT_AUGMENT_BIT: Number
var AUXILLIARY_SLOT_ACHIEVEMENT: Number
var AUGMENT_SLOT_ACHIEVEMENT: Number
var ULTIMATE_ABILITY_UNLOCK: Number
var m_SelectedAbilityWheel: MovieClip
var m_SelectedAbilityWheelIndex: Number
var m_AbilityWheels: Array
var m_AbilityWheelButtons: Array
var m_AbilityWheelSelector: MovieClip
var m_UpdateOnAdvancedChanged: Boolean
var m_RingBackground: MovieClip
var m_TemplateFilter: MovieClip
var m_IsWidescreen: Boolean
var m_Character: Character
var m_ActiveDialog: DialogIF
var m_ShowTemplateAbilities: Boolean
var m_DeselectAbilityClip: Boolean
var m_IsDraggingAbility: Boolean
var m_TrainedAbilities: Number
var m_CellAbilities: Array
var m_CellAbilitiesHeight: Number
var m_DefaultCellAbilityHeight: Number
var m_SelectedCellPowers: Object
var m_SelectedCellAbilityClip: MovieClip
var m_CurrentEquipPanel: MovieClip
var m_CurrentEquipPopupHolder: MovieClip
var m_CurrentEquipPopupMenu: SkillhiveEquipPopup
var m_SelectedFeat: FeatData
var m_DetailedText: MovieClip
var m_UltimateTooltip: TooltipInterface
var m_PanelScale: Number
var i_Cell: MovieClip
var m_VisibleSheet: MovieClip
var m_DefaultSkillhiveBackgroundWidth: Number
var m_SelectedTemplate: SkillTemplate
var m_TemplateFilterArray: Array
var m_SidePanesArray: Array
var m_PaneLayoutArray: Array
var m_Mask: MovieClip
var m_PanelOpenWidths: Array
var m_x: Number
var m_Y: Number
var m_NumOpen: Number
var m_IsPowerInventoryOpen: Boolean
var m_PassiveBarVisible: Boolean
var m_ActiveBarVisible: Boolean
var m_CharacterSkillPointGUIMonitor: DistributedValue
var m_ResourceIconMonitor: DistributedValue
var m_AdvancedTooltipMonitor: DistributedValue
var m_ShowAdvancedTooltips: Boolean
var m_HyperLinkClicked: Boolean
var m_LastClickedCellAbility: Number
var m_PowerInventory: SkillhivePowerInventory
var m_AugmentWheelIndex: Number
var m_MainWheelIndex: Number
var m_AuxilliaryWheelIndex: Number
var m_AbilityClipNameHeight: Number
var m_AbilityClipTypeY: Number
var m_AbilityClipDescriptionY: Number
var m_AbilityClipDescriptionHeight: Number
var m_AbilityClipAugmentLevelY: Number
function onLoad()
function drawCellSidePanel(numAbilities: Number)
function SwitchToAugment():Void
function SwitchToAuxilliary():Void
function SlotAbilityWheelButton(event: Object)
function SlotNextAbilityWheel()
function SlotPreviousAbilityWheel()
function ToggleNoCellSelectedMessage(visible: Boolean):Void
function SetSelectedAbilityWheel(wheelIndex: Number,
snapAnimation: Boolean,
animateLeft: Boolean)
function ToggleAbilityWheelButtonsSizes():Void
function UpdateAbilityWheelVisibility()
function ShowAbilityWheels(show: Boolean)
function CreateMainSkillWheel()
function CreateAuxilliaryWheel()
function CreateAugmentWheel()
function GetAbilityWheelContainingCluster(clusterIndex: Number)
function onUnload()
function CloseSkillHive()
function SlotSkillHiveHelp(event: Object):Void
function OnModuleDeactivated()
function OnModuleActivated(config: Archive)
function ResizeHandler(w,
h ,
x,
y)
LAYOUT FUNCTIONALITY
function SetAspectRatio()
function Layout()
function GetLeftSideWidth():Number
the sidepanes
function SlotDragHandled()
function SlotCellSelected(cell: Cell)
function SlotCellAbilitySelected(abilityIndex: Number)
function SlotWheelAnimated()
function SlotAbilitySelected(clusterIndex: Number,
cellIndex: Number,
abilityIndex: Number)
function RefreshSkillWheel()
Refreshes and redraws the entire skillwheel
function SlotFeatUntrained()
function SlotFeatTrained(featID: Number)
function ShowPassiveBar()
PASSIVE / ACTIVE BAR FUNCTIONALITY
function ShowActiveBar()
function SlotDragBegin(event: Object)
function SlotToggleVisibilityPassiveBar(snap: Boolean)
function SlotToggleVisibilityActiveBar(snap: Boolean)
function CreateScrollbar(clip: MovieClip,
callback: String)
SCROLLBAR FUNCTIONALITY
function UpdateScrollBar(id: Number)
function RemoveScrollBar()
function onMouseWheel(delta: Number)
function OnCellScrollbarUpdate(event: Object)
when interacting with the scrollbar
function SlotCellAbilityPress(buttonIndex: Number)
update the position of the abilities
function SlotCellMouseDown()
function SlotCellMouseUp()
function SlotHyperLinkClicked(target: String)
function CellAbilityPress(target,
buttonIndex)
function SlotCellAbilityRelease(buttonIndex: Number)
function SlotAbilityTextRelease(buttonIndex: Number)
function CellAbilityRelease(target, 
buttonIndex: Number)
function EquipAbilityInFirstFreeSlot(spellId: Number,
spellType: Number)
function SlotUpdateCellPanelTimer(buffID: Number)
function SlotUpdateCellPanel()
function SelectCellAbility(abilityIdx: Number,
toggle: Boolean)
Called when an ability has been selected.
function InterpolateAbilities(snap: Boolean)
Interpolates/tweens all abilities to the correct position
function SelectAbility(abilityClip: MovieClip,
snap: Boolean)
function DeselectAbility(abilityClip: MovieClip,
snap: Boolean)
tween the selected line around
function CreateDetailedTextClip(parent: MovieClip,
spellId: Number,
spellType: Number)
function SlotBuyAbility(featID: Number)
FUNCTIONALITY FOR ABILITY BUTTONS
function BuyAbility()
function TrainFeat(featID: Number)
function RefundAbility()
function SlotRefundAbility(buttonID: Number,
featID: Number)
function UnEquipAbility()
function EquipAbility()
function SlotEquipButtonRollOver(buttonId: Number)
function SlotEquipButtonRollOut(buttonId: Number)
function SlotEquipButtonPressed(buttonId: Number)
function RemoveEquipPopup()
function SlotRemoveEquipPopup()
function FillAbilityClips(cell: Cell)
function UpdateAbilityClips():Void
function SetupCellAbility(abilityClip: MovieClip,
featID: Number)
function UpdateUltimateAbility()
function ShowUltimateTooltip()
function CloseUltimateTooltip()
function FloatUltimateTooltip()
function SlotNextUltimateAbility()
function SlotPreviousUltimateAbility()
function UpdateAbilityCostButton(buttonClip: MovieClip,
cost: Number,
enableButton: Boolean,
overrideTextColor: Number)
function SetupPowerInventory(isOpen: Boolean)
function PowerInventoryClickHandler()
function UpdatePowerInventoryPosition(snap: Boolean)
function SetupSkillPointsPanel(pulsateButton: Boolean):Void
function SlotUpdateAdvancedTooltips()
function ToggleAdvancedTooltips()
function UpdateResourceIcons()
function SlotToggleCharacterSkillPointGUI()
function CharacterSkillPointButtonHandler()
function AnimateCharacterSkillPointPanel(open: Boolean,
snap: Boolean):Void
function GetSidepaneWidth()
function SetupSidePanes() : Void
LAYOUT OF THE TABS (the part you interact with at least) mc: i_Tab // the tab i_ExpandableTab // the bit with the name sideways i_TabClip // tha actual clip that gets moved in and out i_Text // the vertical textfield i_TabArrow // the arrows used to open the pane (the open method is actually triggered on i_TabClip) i_Text // the horizontal textfield i_TabArrow // the arrows you click to collapse the pane
function OpenPane(obj: Object,
x: Number,
snap: Boolean)
Opens a pane
function MovePane(obj: Object,
x: Number,
snap: Boolean)
If a pane kkeps its old state, but chenges position because other panes move.
function ClosePane(obj: Object,
x: Number,
snap: Boolean)
Closes a pane
function ShowClip(clip: MovieClip,
snap: Boolean) : Void
tweens a clip in, makes sure it is at 0 alpha and visible first
function HideClip(clip: MovieClip,
snap: Boolean): Void
Hides a clip by tweening out and then hiding
function SlotSwitchSheet(id: Number,
snap: Boolean)
switches sheet on demend
function UpdateBackgroundAndBarPositions(snap: Boolean)
check towards old positions and execute
function SetSidePaneMask(pane: MovieClip)
function UpdateTotalSkillpoints()
function UpdateHiveCompletion()
function SlotTokenChanged(tokenID: Number,
newAmount: Number,
oldAmount: Number)
function SlotUpdateShortcuts()
function IsFeatInTemplate(featID: Number)
TEMPLATE FUNCTIONALITY*
function GetTemplateClipName(featData: FeatData):String
function SlotToggleTemplateAbilities(event: Object)
function SlotTemplateSelected(template: SkillTemplate)
function ShowTemplates()
function RGB(r: Number,
g: Number,
b: Number) : Number
HELPER FUNCTIONS
function IsPaneOpen(paneID: Number):Boolean
function IsPaneLocked(paneID: Number):Boolean
function GetCellAbilityClip(cellIdx: Number)
function IsPassiveAbility(spellType: Number)
function IsActiveAbility(spellType: Number)
function GetPowerLevelColor(powerLevel: Number):Number
Close