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Clicking on the skill passives display cycles through Weapon passive allocation modes #43

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Jan 18, 2025
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2 changes: 2 additions & 0 deletions src/Modules/Build.lua
Original file line number Diff line number Diff line change
Expand Up @@ -68,11 +68,11 @@
end

self.abortSave = true
-- calculate atcs Table based on data.questRewards

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self.acts = { { level = 1 , questPoints = 0 } }
for _, quest in ipairs(data.questRewards) do
if not quest.questPoints then
goto nextquest

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end
local act = quest.Act + (quest.Type == "Cruel" and 3 or 0) + 1
if not self.acts[act] then
Expand All @@ -84,7 +84,7 @@
self.acts[act].questPoints = self.acts[act].questPoints + quest.questPoints
self.acts[act].level = m_max(self.acts[act].level, quest.AreaLevel)
end
:: nextquest ::

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end
self.maxActs = #self.acts
self.maxWeaponSets = self.acts[self.maxActs].questPoints
Expand Down Expand Up @@ -846,23 +846,23 @@
if SecondaryAscUsed > secondaryAscMax then InsertIfNew(self.controls.warnings.lines, "You have too many secondary ascendancy points allocated") end

-- if you are using more than maxWeaponSets + extraWeaponSets, you are using too many weapon sets
local warningsWeaponset = false

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if weaponSet1Used > (maxWeaponSets + extraWeaponSets) then
warningsWeaponset = true

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InsertIfNew(self.controls.warnings.lines, string.format(
"You have allocated %d too many weapon set 1 passives",
math.abs((maxWeaponSets + extraWeaponSets) - weaponSet1Used)
))
end
if weaponSet2Used > (maxWeaponSets + extraWeaponSets) then
warningsWeaponset = true

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InsertIfNew(self.controls.warnings.lines, string.format(
"You have allocated %d too many weapon set 2 passives",
math.abs((maxWeaponSets + extraWeaponSets) - weaponSet2Used)
))
end

if not warningsWeaponset and weaponSet1Used ~= weaponSet2Used then

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InsertIfNew(self.controls.warnings.lines, string.format(
"You have %d Weapon set 2 passives available",
math.abs(weaponSet2Used - weaponSet1Used)
Expand Down Expand Up @@ -1107,6 +1107,8 @@
self.viewMode = "PARTY"
end
end
elseif event.type == "KeyUp" and event.key == "LEFTBUTTON" and self.controls.pointDisplay:IsMouseInBounds() then
self.spec.allocMode = (self.spec.allocMode + 1) % 3
end
end
self:ProcessControlsInput(inputEvents, main.viewPort)
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