I managed to hack
GetSkillLineInfo() to have the UI show hidden skills. So far, the best way with the least work is to have it set the
advised flag if a hidden skill has unlock instructions. Not all hidden skills do, but this too could be worked on. Unlock instructions seem to always be a string, either empty or containing text.
Lua Code:
local GetSkillLineInfo=GetSkillLineInfo;
function _G.GetSkillLineInfo(...)
local name,rank,avail,_1,advised,unlock,_2,_3=GetSkillLineInfo(...);
if not avail then advised=advised or unlock~=""; end
return name,rank,avail,_1,advised,unlock,_2,_3;
end
_1,
_2, and
_3 are unused.
_1 is a number while
_2 and
_3 are boolean. If I were to guess, I'd say
_2 is if the skill can be discovered by the character and
_3 is if it has been discovered. That would make
_3 a duplicate of
avail if so. I'll have to dig around old sources to be sure, if they were ever used at all.
Edit: Digging around, I found this. Guess that answers my question. Though
active isn't set on a few hidden skills that should. Ledgermain, Vampire/Werewolf, Guilds, and AvA skills are ones that I found.
* GetSkillLineInfo(*[SkillType|#SkillType]* _skillType_, *luaindex* _skillIndex_)
** _Returns:_ *string* _name_, *luaindex* _rank_, *bool* _available_, *integer* _skillLineId_, *bool* _advised_, *string* _unlockText_, *bool* _active_, *bool* _discovered_
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