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return smithingCreation
end
if craftingType == CRAFTING_TYPE_BLACKSMITHING then
elseif craftingType == CRAFTING_TYPE_CLOTHIER then
elseif craftingType == CRAFTING_TYPE_WOODWORKING then
end
end
end
end
function ZO_SharedSmithingCreation : SetCraftingType ( craftingType , oldCraftingType , isCraftingTypeDifferent )
end
end
else
end
end
end
if craftingType == CRAFTING_TYPE_BLACKSMITHING then
return SOUNDS . BLACKSMITH_CREATE_TOOLTIP_GLOW
elseif craftingType == CRAFTING_TYPE_CLOTHIER then
return SOUNDS . CLOTHIER_CREATE_TOOLTIP_GLOW
elseif craftingType == CRAFTING_TYPE_WOODWORKING then
return SOUNDS . WOODWORKER_CREATE_TOOLTIP_GLOW
end
end
if not hidden then
end
end
end
end
end
-- Special case on full refreshes, the style list depends on the pattern list, but the pattern list is also dependent on knowing if there's any valid styles.
-- If there are no valid styles then none of the patterns can be selected, so clear it out.
if not patternIndex then
end
end
end
end
--No base implementation
end
local USABILITY_TYPE_INVALID = nil
local USABILITY_TYPE_USABLE = true
local USABILITY_TYPE_VALID_BUT_MISSING_REQUIREMENT = false
end
end
if selectedData then
end
return 0
end
end
end
end
end
if not selectedDuringRebuild then
if newStyle ~= oldStyle then
end
end
else
end
end
end
if styleIndex and patternIndex then
return
end
end
if styleIndex then
return
end
end
end
end
end
ZO_SMITHING_CREATION_FILTER_TYPE_WEAPONS = 1
ZO_SMITHING_CREATION_FILTER_TYPE_ARMOR = 2
ZO_SMITHING_CREATION_FILTER_TYPE_SET_WEAPONS = 3
ZO_SMITHING_CREATION_FILTER_TYPE_SET_ARMOR = 4
end
local MIN_SCALE = . 6
local MAX_SCALE = 1.0
local BASE_NUM_ITEMS_IN_LIST = 5
end
end
end
if highlightTexture then
if usable then
else
end
end
end
end
end
end
local styleOverride = self . styleList : GetSelectedData ( ) and self . styleList : GetSelectedData ( ) . itemStyle
local traitOverride = self . traitList : GetSelectedData ( ) and self . traitList : GetSelectedData ( ) . traitType
local _ , _ , icon , _ , _ , _ , _ = GetSmithingPatternInfo ( patternIndex , materialOverride , materialQuantityOverride , styleOverride , traitOverride )
if not styleIndex then styleIndex = 2 end -- this is actually the default for this, not 0 or 1
local usable = meetsTraitRequirement and isStyleKnown
listContainer . selectedLabel : SetText ( self : GetPlatformFormattedTextString ( SI_SMITHING_SELECTED_PATTERN , data . patternName , data . numTraitsRequired ) )
else
listContainer . selectedLabel : SetText ( zo_strformat ( SI_SMITHING_SELECTED_PATTERN_NO_TRAITS , data . patternName ) )
end
if usable then
else
if not meetsTraitRequirement then
listContainer . extraInfoLabel : SetText ( zo_strformat ( SI_SMITHING_PATTERN_MISSING_TRAITS , data . numTraitsRequired - data . numTraitsKnown , data . baseName ) )
elseif not isStyleKnown and styleOverride then
end
end
self . isPatternUsable = usable and USABILITY_TYPE_USABLE or USABILITY_TYPE_VALID_BUT_MISSING_REQUIREMENT
end
end
return leftData . craftingType == rightData . craftingType and leftData . patternIndex == rightData . patternIndex
end
end
self . patternList = scrollListControl : New ( listContainer . listControl , "ZO_SmithingListSlot" , BASE_NUM_ITEMS_IN_LIST , SetupFunction , EqualityFunction , OnHorizonalScrollListShown , OnHorizonalScrollListCleared )
self . patternList : SetOnSelectedDataChangedCallback ( function ( selectedData , oldData , selectedDuringRebuild )
end )
local highlightTexture = listContainer . highlightTexture
self . patternList : SetSelectionHighlightInfo ( highlightTexture , highlightTexture and highlightTexture . pulseAnimation )
end
if craftingType == CRAFTING_TYPE_BLACKSMITHING then
return SI_SMITHING_RANK_TOO_LOW_BLACKSMITHING
elseif craftingType == CRAFTING_TYPE_CLOTHIER then
return SI_SMITHING_RANK_TOO_LOW_CLOTHIER
elseif craftingType == CRAFTING_TYPE_WOODWORKING then
return SI_SMITHING_RANK_TOO_LOW_WOODWORKING
end
end
local hasEnoughInInventory = currentSelectedQuantity <= stackCount and self . materialQuantitySpinner : GetValue ( ) <= stackCount
local usable = meetsRankRequirement and hasAboveMin and hasEnoughInInventory
return stackCount , currentSelectedQuantity , currentRank , meetsRankRequirement , hasAboveMin , hasEnoughInInventory , usable
end
function ZO_SharedSmithingCreation : InitializeMaterialList ( scrollListControl , spinnerControl , hideSpinnerWhenRankRequirementNotMet )
local highlightTexture = listContainer . highlightTexture
end
local stackCount , currentSelectedQuality , currentRank , meetsRankRequirement , hasAboveMin , hasEnoughInInventory , usable = self : GetMaterialInformation ( data )
self . isMaterialUsable = usable and USABILITY_TYPE_USABLE or USABILITY_TYPE_VALID_BUT_MISSING_REQUIREMENT
end )
local stackCount , currentSelectedQuantity , currentRank , meetsRankRequirement , hasAboveMin , hasEnoughInInventory , usable = self : GetMaterialInformation ( data )
if hideSpinnerWhenRankRequirementNotMet then
end
end
if usable then
else
if not meetsRankRequirement then
else
end
end
self . isMaterialUsable = usable and USABILITY_TYPE_USABLE or USABILITY_TYPE_VALID_BUT_MISSING_REQUIREMENT
listContainer . selectedLabel : SetText ( self : GetPlatformFormattedTextString ( SI_SMITHING_MATERIAL_QUANTITY , data . name , data . min , data . max ) )
if not selectedDuringRebuild then
end
end
end
end
end
end
self . materialList = scrollListControl : New ( listContainer . listControl , "ZO_SmithingListSlot" , BASE_NUM_ITEMS_IN_LIST , SetupFunction , EqualityFunction , OnMaterialHorizonalScrollListShown , OnMaterialHorizonalScrollListCleared )
self . materialList : SetSelectionHighlightInfo ( highlightTexture , highlightTexture and highlightTexture . pulseAnimation )
end
function ZO_SharedSmithingCreation : InitializeStyleList ( scrollListControl , styleUnknownFont , notEnoughInInventoryFont )
local highlightTexture = listContainer . highlightTexture
local hasEnoughInInventory = stackCount > 0
local usable = stackCount > 0 and isStyleKnown
if not usable then
if not isStyleKnown then
elseif not hasEnoughInInventory then
-- do nothing, already hidden above
end
end
self . isStyleUsable = usable and USABILITY_TYPE_USABLE or USABILITY_TYPE_VALID_BUT_MISSING_REQUIREMENT
else
data . localizedName = self : GetPlatformFormattedTextString ( SI_SMITHING_STYLE_DESCRIPTION , data . name , GetString ( "SI_ITEMSTYLE" , data . itemStyle ) )
end
end
if not selectedDuringRebuild then
end
end
end
end
end
self . styleList = scrollListControl : New ( listContainer . listControl , "ZO_SmithingListSlot" , BASE_NUM_ITEMS_IN_LIST , SetupFunction , EqualityFunction , OnHorizonalScrollListShown , OnHorizonalScrollListCleared )
self . styleList : SetSelectionHighlightInfo ( highlightTexture , highlightTexture and highlightTexture . pulseAnimation )
self . styleList : SetOnSelectedDataChangedCallback ( function ( selectedData , oldData , selectedDuringRebuild )
end )
end
function ZO_SharedSmithingCreation : InitializeTraitList ( scrollListControl , traitUnknownFont , notEnoughInInventoryFont )
local highlightTexture = listContainer . highlightTexture
local hasEnoughInInventory = stackCount > 0
local isTraitKnown = false
local patternIndex , materialIndex , materialQty , styleIndex = self : GetAllNonTraitCraftingParameters ( )
isTraitKnown = IsSmithingTraitKnownForResult ( patternIndex , materialIndex , materialQty , styleIndex , data . traitIndex )
end
if usable then
else
if not isTraitKnown then
elseif not hasEnoughInInventory then
end
end
else
data . localizedName = self : GetPlatformFormattedTextString ( SI_SMITHING_TRAIT_DESCRIPTION , data . name , GetString ( "SI_ITEMTRAITTYPE" , data . traitType ) )
end
end
if not selectedDuringRebuild then
end
end
end
end
end
self . traitList = scrollListControl : New ( listContainer . listControl , "ZO_SmithingListSlot" , BASE_NUM_ITEMS_IN_LIST , SetupFunction , EqualityFunction , OnHorizonalScrollListShown , OnHorizonalScrollListCleared )
self . traitList : SetSelectionHighlightInfo ( highlightTexture , highlightTexture and highlightTexture . pulseAnimation )
self . traitList : SetOnSelectedDataChangedCallback ( function ( selectedData , oldData , selectedDuringRebuild )
end )
end
if patternData . resultingItemFilterType == ITEMFILTERTYPE_WEAPONS then
if patternData . numTraitsRequired ~= 0 then
return false
end
if patternData . numTraitsRequired == 0 then
return false
end
else
return false
end
elseif patternData . resultingItemFilterType == ITEMFILTERTYPE_ARMOR then
if patternData . numTraitsRequired ~= 0 then
return false
end
if patternData . numTraitsRequired == 0 then
return false
end
else
return false
end
end
if patternData . numTraitsKnown < patternData . numTraitsRequired then
return false
end
patternData . materialData = patternData . materialData or self : GenerateMaterialDataForPattern ( patternData . patternIndex )
if # patternData . materialData == 0 then
return false
end
end
patternData . materialData = patternData . materialData or self : GenerateMaterialDataForPattern ( patternData . patternIndex )
if # patternData . materialData == 0 then
return false
end
end
return true
end
local patternName , baseName , _ , numMaterials , numTraitsRequired , numTraitsKnown , resultingItemFilterType = GetSmithingPatternInfo ( patternIndex )
if numMaterials > 0 then
local data = { craftingType = GetCraftingInteractionType ( ) , patternIndex = patternIndex , patternName = patternName , baseName = baseName , numTraitsRequired = numTraitsRequired , numTraitsKnown = numTraitsKnown , resultingItemFilterType = resultingItemFilterType , styleKnown = styleKnown }
end
end
end
end
if self . typeFilter == ZO_SMITHING_CREATION_FILTER_TYPE_WEAPONS or self . typeFilter == ZO_SMITHING_CREATION_FILTER_TYPE_SET_WEAPONS then
elseif self . typeFilter == ZO_SMITHING_CREATION_FILTER_TYPE_ARMOR or self . typeFilter == ZO_SMITHING_CREATION_FILTER_TYPE_SET_ARMOR then
end
end
return false
end
end
return false
end
end
return true
end
local instanceFilter = { }
for materialIndex = 1 , numMaterials do
local name , icon , stack , sellPrice , meetsUsageRequirement , equipType , itemStyle , quality , itemInstanceId , rankRequirement = GetSmithingPatternMaterialItemInfo ( patternIndex , materialIndex )
if instanceFilter [ itemInstanceId ] then
local existingData = instanceFilter [ itemInstanceId ]
end
else
local data = { craftingType = GetCraftingInteractionType ( ) , patternIndex = patternIndex , materialIndex = materialIndex , name = name , icon = icon , quality = quality , rankRequirement = rankRequirement , min = stack , max = stack }
end
end
end
local materialData = { }
end
end
return materialData
end
local oldArmorType = nil
local newArmorType = nil
if ( oldSelectedData ) then
end
if patternData then
patternData . materialData = patternData . materialData or self : GenerateMaterialDataForPattern ( patternData . patternIndex )
end
end
if ( oldArmorType and newArmorType ) and ( oldArmorType ~= newArmorType ) then
local index = self . materialList : FindIndexFromData ( oldSelectedData , function ( oldData , newData ) return ( oldData . rankRequirement == newData . rankRequirement ) end )
if ( index ) then
end
end
end
return false
end
end
return false
end
end
patternData . materialData = patternData . materialData or self : GenerateMaterialDataForPattern ( patternData . patternIndex )
if # patternData . materialData == 0 then
return false
end
if not CanSmithingStyleBeUsedOnPattern ( styleIndex , self : GetSelectedPatternIndex ( ) , patternData . materialData [ 1 ] . materialIndex , patternData . materialData [ 1 ] . min ) then
return false
end
return true
end
local name , icon , sellPrice , meetsUsageRequirement , itemStyle , quality = GetSmithingStyleItemInfo ( styleIndex )
if meetsUsageRequirement and self : DoesStylePassFilter ( styleIndex , self . patternList : GetSelectedData ( ) . patternIndex ) then
self . styleList : AddEntry ( { craftingType = GetCraftingInteractionType ( ) , styleIndex = styleIndex , name = name , itemStyle = itemStyle , icon = icon , quality = quality } )
end
end
end
end
if self . typeFilter == ZO_SMITHING_CREATION_FILTER_TYPE_ARMOR or self . typeFilter == ZO_SMITHING_CREATION_FILTER_TYPE_SET_ARMOR then
return false
end
if self . typeFilter == ZO_SMITHING_CREATION_FILTER_TYPE_WEAPONS or self . typeFilter == ZO_SMITHING_CREATION_FILTER_TYPE_SET_WEAPONS then
return false
end
end
return false
end
local patternIndex , materialIndex , materialQty , styleIndex = self : GetAllNonTraitCraftingParameters ( )
if not IsSmithingTraitKnownForResult ( patternIndex , materialIndex , materialQty , styleIndex , traitIndex ) then
return false
end
end
return false
end
end
return true
end
local traitType , name , icon , sellPrice , meetsUsageRequirement , itemStyle , quality = GetSmithingTraitItemInfo ( traitIndex )
if traitType then
if traitType == ITEM_TRAIT_TYPE_NONE then
self . traitList : AddEntry ( { craftingType = GetCraftingInteractionType ( ) , traitIndex = traitIndex , traitType = traitType , icon = "EsoUI/Art/Crafting/crafting_smithing_noTrait.dds" } )
self . traitList : AddEntry ( { craftingType = GetCraftingInteractionType ( ) , traitIndex = traitIndex , name = name , traitType = traitType , icon = icon , quality = quality } )
end
end
end
end
else
end
end
if selectedData then
local selectedDataMaterialIndex = selectedData . materialIndex -- keep track of the material to update
for patternListIndex = 1 , patternCount do
local minQuantity = updatedQuantity
local maxQuantity = updatedQuantity
-- before updating the material quantity, do a safety check against the min and max for the material
local currentPatternMaterialData = patternData . materialData
if currentPatternMaterialData then
local materialCount = # currentPatternMaterialData
for materialListIndex = 1 , materialCount do
local currentMaterialData = currentPatternMaterialData [ materialListIndex ]
if currentMaterialData . materialIndex == selectedDataMaterialIndex then
break
end
end
end
local patternIndex = patternData . patternIndex
-- safe update based on material min and max, but only if it already exists to avoid creating false material quantities (needs to be done in GenerateMaterialDataForPattern)
if self : GetMaterialQuantity ( patternIndex , selectedDataMaterialIndex ) and updatedQuantity >= minQuantity and updatedQuantity <= maxQuantity then
end
end
end
end
end
end
end
end
return nil
end
if self : GetSelectedPatternIndex ( ) and self : GetSelectedMaterialIndex ( ) and self : GetSelectedMaterialQuantity ( ) > 0 and self : GetSelectedStyleIndex ( ) and self : GetSelectedTraitIndex ( ) then
return self . isPatternUsable ~= USABILITY_TYPE_INVALID and self . isMaterialUsable ~= USABILITY_TYPE_INVALID and self . isStyleUsable ~= USABILITY_TYPE_INVALID and self . isTraitUsable ~= USABILITY_TYPE_INVALID
end
return false
end
if self : GetSelectedPatternIndex ( ) and self : GetSelectedMaterialIndex ( ) and self : GetSelectedMaterialQuantity ( ) > 0 and self : GetSelectedStyleIndex ( ) and self : GetSelectedTraitIndex ( ) then
end
return false
end
if self : GetSelectedPatternIndex ( ) and self : GetSelectedMaterialIndex ( ) and self : GetSelectedMaterialQuantity ( ) > 0 and self : GetSelectedStyleIndex ( ) then
end
return false
end
end |