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do
local pendingJumpToGroupLeaderPrompt = nil
--LFG groups use their own jump notification
return
end
--Gamepad dialogs are attached to scenes, so if one isn't ready on load, then defer it to EVENT_PLAYER_ACTIVATED
return
end
--The location of the group leader may not be available immediately
if ( pendingJumpToGroupLeaderPrompt ) then
if ( groupLeaderZoneName ~= "" ) then
pendingJumpToGroupLeaderPrompt = nil
if canJump then
ZO_Dialogs_ShowPlatformDialog ( "JUMP_TO_GROUP_LEADER_OCCURANCE_PROMPT" , nil , { mainTextParams = { groupLeaderZoneName } } )
else
ZO_Dialogs_ShowPlatformDialog ( "JUMP_TO_GROUP_LEADER_WORLD_PROMPT" , nil , { mainTextParams = { groupLeaderZoneName } } )
end
elseif result == JUMP_TO_PLAYER_RESULT_ZONE_COLLECTIBLE_LOCKED then
ZO_Dialogs_ShowPlatformDialog ( "JUMP_TO_GROUP_LEADER_WORLD_CHAPTER_COLLECTIBLE_LOCKED_PROMPT" , nil , { mainTextParams = { groupLeaderZoneName } } )
else
ZO_Dialogs_ShowPlatformDialog ( "JUMP_TO_GROUP_LEADER_WORLD_DLC_COLLECTIBLE_LOCKED_PROMPT" , { collectibleName = collectibleName } , { mainTextParams = { groupLeaderZoneName , collectibleName , categoryName } } )
end
end
end
end
end
end
end
end
pendingJumpToGroupLeaderPrompt = true
end
end
end
end
end
if pendingJumpToGroupLeaderPrompt then
end
end
if pendingJumpToGroupLeaderPrompt then
end
end
EVENT_MANAGER : RegisterForEvent ( "JumpToLeader_OnUnitCreated" , EVENT_UNIT_CREATED , function ( event , ... ) OnUnitCreated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "JumpToLeader_OnGroupMemberJoined" , EVENT_GROUP_MEMBER_JOINED , function ( event , ... ) OnGroupMemberJoined ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "JumpToLeader_OnZoneUpdate" , EVENT_ZONE_UPDATE , function ( event , ... ) OnZoneUpdate ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "JumpToLeader_OnPlayerActivated" , EVENT_PLAYER_ACTIVATED , function ( event , ... ) OnPlayerActivated ( ... ) end )
EVENT_MANAGER : RegisterForEvent ( "JumpToLeader_OnLeaderUpdate" , EVENT_LEADER_UPDATE , function ( eventCode , ... ) OnLeaderUpdate ( ... ) end )
end |