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return buyMount
end
BUY_MOUNT_GAMEPAD_FRAGMENT . alwaysAnimate = true
if newState == SCENE_SHOWING then
end
end )
end
ZO_Dialogs_ShowDialog ( "GAMEPAD_CONFIRM_BUY_MOUNT" , { storeIndex = selectedData . storeIndex } , { mainTextParams = { nil } } )
end
GAME_NAVIGATION_TYPE_BUTTON ,
)
ZO_Gamepad_AddBackNavigationKeybindDescriptors ( self . keybindStripDescriptor , GAME_NAVIGATION_TYPE_BUTTON )
end
end
end
end
end
local hasItemsForSale = false
local icon , name , stack , price , sellPrice , meetsRequirementsToBuy , meetsRequirementsToEquip , quality , questNameColor , currencyType1 , currencyId1 , currencyQuantity1 , currencyIcon1 ,
currencyName1 , currencyType2 , currencyId2 , currencyQuantity2 , currencyIcon2 , currencyName2 = GetStoreEntryInfo ( entryIndex )
if stack > 0 then
local speedBonus , staminaBonus , inventoryBonus , maxSpeedBonus , maxStaminaBonus , maxInventoryBonus = GetStoreMountInfo ( entryIndex )
local entryData = { stableIndex = 0 , storeIndex = entryIndex , name = name , icon = icon , price = price ,
speedBonus = speedBonus , maxSpeedBonus = maxSpeedBonus ,
staminaBonus = staminaBonus , maxStaminaBonus = maxStaminaBonus ,
inventoryBonus = inventoryBonus , maxInventoryBonus = maxInventoryBonus ,
}
self . itemList : AddEntry ( "ZO_StableSlotBuyOrSellRow" , entryData , nil , nil , MOUNT_BUYSELL_PRE_SELECTED_PADDING , MOUNT_BUYSELL_POST_SELECTED_PADDING )
hasItemsForSale = true
end
end
--- TODO: Is this actually a valid condition, or do vendors always have at-least one mount for sale?
if not hasItemsForSale then
self . itemList : AddEntry ( "ZO_StableSlotBuyOrSellRowEmpty" , { } , nil , nil , MOUNT_BUYSELL_PRE_SELECTED_PADDING , MOUNT_BUYSELL_POST_SELECTED_PADDING )
end
end
end |