add active skills with description tooltip

This commit is contained in:
Bryce Allen
2015-05-21 09:20:24 -05:00
parent 99f5283c71
commit 3f619579f0
5 changed files with 77 additions and 17 deletions

View File

@@ -45,6 +45,9 @@
// dict mapping skill name to object
var skill_trees = {};
// dict mapping skill_tree_id to list of skill dicts, highest point first
var tree_skills = {};
// dict mapping type to armor data, including dummy dict for Weapon and
// Talisman (containing "num_slots" and "skills" dicts
var armors = {
@@ -69,8 +72,13 @@
$.getJSON(DATA_PATH + "skilltree/_all.json",
function(data) {
skill_trees = data;
setup_talisman_autocomplete();
load_local_storage();
$.getJSON(DATA_PATH +
"skill/_index_skill_tree_id.json",
function(data) {
tree_skills = data;
setup_talisman_autocomplete();
load_local_storage();
});
});
});
$("#armor_table").on("click", "button.add_decoration",
@@ -605,7 +613,7 @@
tskills_by_type[type][skill_name] = 0;
}
tskills_by_type[type][skill_name] += skill_value;
})
});
$.each(gear_decorations, function(i, decoration) {
$.each(decoration["skills"],
function(skill_name, skill_value) {
@@ -625,7 +633,7 @@
tskills_by_type[type][skill_name] += skill_value;
}
);
})
});
$.each(ELEMENTS, function(i, element) {
key = element + "_res";
if (armor[key] == undefined) {
@@ -636,7 +644,7 @@
}
element_resist[element] += armor[key];
$("#" + type + "_" + element).html(armor[key]);
})
});
slots += armor["num_slots"];
slots_free += slots_left[type] || 0;
//$("#" + type + "_slots").html(armor["num_slots"]);
@@ -651,12 +659,34 @@
return sb - sa;
});
var active_skills = {}
$.each(skills, function(skill_name, total_points) {
var skill_tree_id = skill_trees[skill_name]["id"];
var current_tree_skills = tree_skills[skill_tree_id] || [];
for (i=0; i<current_tree_skills.length; i++) {
var skill = current_tree_skills[i];
required_points = skill["required_skill_tree_points"];
if (total_points > 0) {
if (total_points >= required_points && required_points > 0) {
active_skills[skill_name] = skill;
break;
}
} else if (total_points < 0) {
if (total_points <= required_points && required_points < 0) {
active_skills[skill_name] = skill;
break;
}
}
}
});
var skills_table = template_skills.render(
{ TYPES: GEAR,
skills: skills,
dskills_by_type: dskills_by_type,
tskills_by_type: tskills_by_type,
active_skills: skill_names,
skill_names: skill_names,
active_skills: active_skills,
armors: armors });
$("#skills_div").html(skills_table);