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end
ZO_GamepadStoreListComponent . Initialize ( self , scene , ZO_MODE_STORE_SELL , GetString ( SI_STORE_MODE_SELL ) )
if newState == SCENE_SHOWING then
elseif newState == SCENE_HIDING then
end
end )
self : CreateModeData ( SI_STORE_MODE_SELL , ZO_MODE_STORE_SELL , "EsoUI/Art/Vendor/vendor_tabIcon_sell_up.dds" , fragment , self . keybindStripDescriptor )
end
end
local function OnInventorySingleSlotUpdate ( eventId , bagId , slotId , isNewItem , itemSoundCategory , updateReason )
if updateReason == INVENTORY_UPDATE_REASON_DEFAULT then
end
end
end
end
local stackBagKeybind =
{
end
}
-- sell screen keybind
alignment = KEYBIND_STRIP_ALIGN_LEFT ,
repairAllKeybind ,
stackBagKeybind ,
}
GAME_NAVIGATION_TYPE_BUTTON ,
)
GAME_NAVIGATION_TYPE_BUTTON )
GAME_NAVIGATION_TYPE_BUTTON ,
)
GAME_NAVIGATION_TYPE_BUTTON ,
nil )
end
if GetCurrencyAmount ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) ~= GetMaxPossibleCurrency ( CURT_MONEY , CURRENCY_LOCATION_CHARACTER ) then
return true
else
return false , GetString ( "SI_STOREFAILURE" , STORE_FAILURE_SELL_FAILED_MONEY_CAP ) -- "You cannot sell items when you are at the gold cap"
end
end
if quantity > 0 then
end
else
if selectedData . stackCount > 1 then
STORE_WINDOW_GAMEPAD : SetupSpinner ( selectedData . stackCount , selectedData . stackCount , selectedData . sellPrice , selectedData . currencyType1 or CURT_MONEY )
else
end
end
end
do
local IGNORE_INVALID_COST = true
STORE_WINDOW_GAMEPAD : SetQuantitySpinnerActive ( self . confirmationMode , self . list , IGNORE_INVALID_COST )
end
end
end
function ZO_GamepadStoreSell : SetupEntry ( control , data , selected , selectedDuringRebuild , enabled , activated )
local price = self . confirmationMode and selected and data . sellPrice * STORE_WINDOW_GAMEPAD : GetSpinnerValue ( ) or data . sellPrice
self : SetupStoreItem ( control , data , selected , selectedDuringRebuild , enabled , activated , price , ZO_STORE_FORCE_VALID_PRICE , ZO_MODE_STORE_SELL )
end
if inventoryData then
end
end |