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--------------------------------------
--Collections Inventory Singleton
--------------------------------------
return singleton
end
end
end
end
EVENT_MANAGER:RegisterForEvent("ZO_CollectionsInventorySingleton_OnCollectionUpdated", EVENT_COLLECTION_UPDATED, RebuildScriptData)
EVENT_MANAGER:RegisterForEvent("ZO_CollectionsInventorySingleton_OnCollectibleUpdated", EVENT_COLLECTIBLES_UPDATED, RebuildScriptData)
EVENT_MANAGER:RegisterForEvent("ZO_CollectionsInventorySingleton_OnCollectibleUpdated", EVENT_COLLECTIBLE_UPDATED, RebuildSingleScriptData)
end
for categoryType = COLLECTIBLE_CATEGORY_TYPE_ITERATION_BEGIN, COLLECTIBLE_CATEGORY_TYPE_ITERATION_END do
end
end
end
if unlocked and isValidForPlayer then --not sure if we'll ever need locked collectibles in here?
{
iconFile = iconFile,
collectibleId = collectibleId,
categoryType = categoryType,
active = isActive,
--even though collectibles don't have a value or age, we want to keep them separate when sorted
stackSellPrice = -1,
age = -1,
}
end
end
function ZO_CollectionsInventorySingleton:GetCollectionsData(...) --... are filter functions that takes COLLECTIBLE_CATEGORY_TYPE as an argument
local filteredItems = {}
local passedFilter
passedFilter = true
passedFilter = false
break --you must pass every filter function to be included
end
end
if passedFilter then
end
end
return filteredItems
end
return
end
end
end
end
return not filteredCategoryType or categoryType == filteredCategoryType
end
return self:GetCollectionsData(IsCollectibleCategoryUsable, IsCollectibleCategorySlottable, FilterCollectibleCategoryType)
end
local displayName = ""
else
end
end
end
return displayName
end
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