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ESO Function Data v100026
AddSlotAction()
Function Aliases
- No known aliases for this function.
Global Function Definitions
Local Function Definitions
- No known local definitions for this function.
Function Calls
- ingame/inventory/inventoryslot.lua:1296 -- slotActions:AddSlotAction(SI_ITEM_ACTION_USE, function() ZO_InventorySlot_InitiateConfirmUseItem(inventorySlot) end, "primary", nil, {visibleWhenDead = false})
- ingame/inventory/inventoryslot.lua:1298 -- slotActions:AddSlotAction(SI_ITEM_ACTION_USE, function() TryUseItem(inventorySlot) end, "primary", nil, {visibleWhenDead = false})
- ingame/inventory/inventoryslot.lua:1307 -- slotActions:AddSlotAction(SI_ITEM_ACTION_USE, function() TryUseQuestItem(inventorySlot) end, "primary", nil, {visibleWhenDead = true})
- ingame/inventory/inventoryslot.lua:1328 -- slotActions:AddSlotAction(textEnum, function() UseCollectible(inventorySlot.collectibleId) end, "primary", nil, {visibleWhenDead = false})
- ingame/inventory/inventoryslot.lua:1414 -- slotActions:AddSlotAction(SI_ITEM_ACTION_LINK_TO_CHAT, linkFn, "secondary", nil, {visibleWhenDead = true})
- ingame/inventory/inventoryslot.lua:1416 -- slotActions:AddSlotAction(SI_ITEM_ACTION_REPORT_ITEM,
function()
if IsInGamepadPreferredMode() then
KEYBIND_STRIP:RemoveAllKeyButtonGroups()
HELP_ITEM_ASSISTANCE_GAMEPAD:InitWithDetails(link)
-- if we open up the help menu while interacting, we want to make sure that we are not
-- just pushing the previous scene onto the stack since it will end the interaction
-- and make the scene invalid when coming back to it after the help scene is closed
local sceneName = HELP_ITEM_ASSISTANCE_GAMEPAD:GetSceneName()
if INTERACT_WINDOW:IsInteracting() then
SCENE_MANAGER:Show(sceneName)
else
SCENE_MANAGER:Push(sceneName)
end
else
HELP_CUSTOMER_SUPPORT_KEYBOARD:OpenScreen(HELP_CUSTOMER_SERVICE_ITEM_ASSISTANCE_KEYBOARD:GetFragment())
HELP_CUSTOMER_SERVICE_ITEM_ASSISTANCE_KEYBOARD:SetDetailsFromItemLink(link)
end
end,
"secondary")
- ingame/inventory/inventoryslot.lua:1483 -- slotActions:AddSlotAction(SI_ITEM_ACTION_REMOVE_FROM_QUICKSLOT, function() ClearSlot(slot) end, "primary", nil, QUICKSLOT_SHARED_OPTIONS)
- ingame/inventory/inventoryslot.lua:1487 -- slotActions:AddSlotAction(SI_ITEM_ACTION_MAP_TO_QUICKSLOT, callback, "primary", nil, QUICKSLOT_SHARED_OPTIONS)
- ingame/inventory/inventoryslot.lua:1553 -- slotActions:AddSlotAction(SI_COLLECTIBLE_ACTION_RENAME, ZO_CollectionsBook.GetShowRenameDialogClosure(collectibleId), "keybind1")
- ingame/inventory/inventoryslot.lua:1566 -- slotActions:AddSlotAction(SI_ITEM_ACTION_MAIL_ATTACH, function() TryMailItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1572 -- slotActions:AddSlotAction(SI_ITEM_ACTION_MAIL_DETACH, function() RemoveQueuedAttachment(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1578 -- slotActions:AddSlotAction(SI_ITEM_ACTION_BANK_DEPOSIT, function() TryBankItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1584 -- slotActions:AddSlotAction(SI_ITEM_ACTION_BANK_WITHDRAW, function() TryBankItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1590 -- slotActions:AddSlotAction(SI_ITEM_ACTION_BANK_DEPOSIT, function()
local bag, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
TryGuildBankDepositItem(bag, slotIndex)
end, "primary")
- ingame/inventory/inventoryslot.lua:1599 -- slotActions:AddSlotAction(SI_ITEM_ACTION_BANK_WITHDRAW, function()
local _, slotIndex = ZO_Inventory_GetBagAndIndex(inventorySlot)
TryGuildBankWithdrawItem(slotIndex)
end, "primary")
- ingame/inventory/inventoryslot.lua:1608 -- slotActions:AddSlotAction(SI_ITEM_ACTION_TRADE_ADD, function() TryTradeItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1614 -- slotActions:AddSlotAction(SI_ITEM_ACTION_TRADE_REMOVE, function() TryRemoveFromTrade(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1620 -- slotActions:AddSlotAction(SI_ITEM_ACTION_SELL, function() TrySellItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1626 -- slotActions:AddSlotAction(SI_ITEM_ACTION_LAUNDER, function() TryLaunderItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1632 -- slotActions:AddSlotAction(SI_ITEM_ACTION_BUY, function() BuyItemFromStore(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1638 -- slotActions:AddSlotAction(SI_ITEM_ACTION_BUY_MULTIPLE, function() TryBuyMultiple(inventorySlot) end, "secondary")
- ingame/inventory/inventoryslot.lua:1643 -- slotActions:AddSlotAction(SI_ITEM_ACTION_BUYBACK, function() BuybackItem(inventorySlot.index) end, "primary")
- ingame/inventory/inventoryslot.lua:1648 -- slotActions:AddSlotAction(SI_ITEM_ACTION_EQUIP, function() TryEquipItem(inventorySlot) end, "primary", nil, {visibleWhenDead = false})
- ingame/inventory/inventoryslot.lua:1655 -- slotActions:AddSlotAction(SI_ITEM_ACTION_EQUIP, function() GAMEPAD_INVENTORY:TryEquipItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1661 -- slotActions:AddSlotAction(SI_ITEM_ACTION_UNEQUIP, function() TryUnequipItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1666 -- slotActions:AddSlotAction(SI_ITEM_ACTION_LOOT_TAKE, function() TakeLoot(inventorySlot) end, "primary", function() return false end)
- ingame/inventory/inventoryslot.lua:1671 -- slotActions:AddSlotAction(SI_ITEM_ACTION_DESTROY, function() ZO_InventorySlot_InitiateDestroyItem(inventorySlot) end, "secondary")
- ingame/inventory/inventoryslot.lua:1677 -- slotActions:AddSlotAction(SI_ITEM_ACTION_SPLIT_STACK, function() ZO_InventorySlot_TrySplitStack(inventorySlot) end, "secondary")
- ingame/inventory/inventoryslot.lua:1683 -- slotActions:AddSlotAction(SI_ITEM_ACTION_ENCHANT, function() TryEnchantItem(inventorySlot) end, "keybind1")
- ingame/inventory/inventoryslot.lua:1689 -- slotActions:AddSlotAction(SI_ITEM_ACTION_CHARGE, function() TryChargingItem(inventorySlot) end, "keybind2")
- ingame/inventory/inventoryslot.lua:1695 -- slotActions:AddSlotAction(SI_ITEM_ACTION_REPAIR, function() TryKitRepairItem(inventorySlot) end, "keybind2")
- ingame/inventory/inventoryslot.lua:1711 -- slotActions:AddSlotAction(SI_ITEM_ACTION_MARK_AS_LOCKED, function() MarkAsPlayerLockedHelper(bag, index, true) end, "secondary")
- ingame/inventory/inventoryslot.lua:1718 -- slotActions:AddSlotAction(SI_ITEM_ACTION_UNMARK_AS_LOCKED, function() MarkAsPlayerLockedHelper(bag, index, false) end, "secondary")
- ingame/inventory/inventoryslot.lua:1725 -- slotActions:AddSlotAction(SI_ITEM_ACTION_MARK_AS_JUNK, function() MarkAsJunkHelper(bag, index, true) end, "secondary")
- ingame/inventory/inventoryslot.lua:1732 -- slotActions:AddSlotAction(SI_ITEM_ACTION_UNMARK_AS_JUNK, function() MarkAsJunkHelper(bag, index, false) end, "secondary")
- ingame/inventory/inventoryslot.lua:1742 -- slotActions:AddSlotAction(SI_TRADING_HOUSE_ADD_ITEM_TO_LISTING, function() TryInitiatingItemPost(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1748 -- slotActions:AddSlotAction(SI_TRADING_HOUSE_SEARCH_FROM_ITEM, function()
local bag, index = ZO_Inventory_GetBagAndIndex(inventorySlot)
local itemLink = GetItemLink(bag, index)
TRADING_HOUSE:SearchForItemLink(itemLink)
end, "keybind3")
- ingame/inventory/inventoryslot.lua:1758 -- slotActions:AddSlotAction(SI_TRADING_HOUSE_SEARCH_FROM_ITEM, function()
local resultIndex = ZO_Inventory_GetSlotIndex(inventorySlot)
local itemLink = GetTradingHouseSearchResultItemLink(resultIndex)
TRADING_HOUSE:SearchForItemLink(itemLink)
end, "primary")
- ingame/inventory/inventoryslot.lua:1768 -- slotActions:AddSlotAction(SI_TRADING_HOUSE_SEARCH_FROM_ITEM, function()
local listingIndex = ZO_Inventory_GetSlotIndex(inventorySlot)
local itemLink = GetTradingHouseListingItemLink(listingIndex)
TRADING_HOUSE:SearchForItemLink(itemLink)
end, "primary")
- ingame/inventory/inventoryslot.lua:1778 -- slotActions:AddSlotAction(SI_TRADING_HOUSE_REMOVE_PENDING_POST, function() ClearItemPost(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1784 -- slotActions:AddSlotAction(SI_TRADING_HOUSE_BUY_ITEM, function() TryBuyingTradingHouseItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1789 -- slotActions:AddSlotAction(SI_TRADING_HOUSE_CANCEL_LISTING, function() TryCancellingTradingHouseListing(inventorySlot) end, "secondary")
- ingame/inventory/inventoryslot.lua:1796 -- slotActions:AddSlotAction(SI_ITEM_ACTION_CONVERT_TO_IMPERIAL_STYLE, function() ZO_Dialogs_ShowPlatformDialog("CONVERT_STYLE_MOVED", nil, { mainTextParams = { imperialStyleName }, titleParams = { imperialStyleName } }) end, "secondary")
- ingame/inventory/inventoryslot.lua:1804 -- slotActions:AddSlotAction(SI_ITEM_ACTION_CONVERT_TO_MORAG_TONG_STYLE, function() ZO_Dialogs_ShowPlatformDialog("CONVERT_STYLE_MOVED", nil, { mainTextParams = { moragStyleName }, titleParams = { moragStyleName } }) end, "secondary")
- ingame/inventory/inventoryslot.lua:1809 -- slotActions:AddSlotAction(SI_ITEM_ACTION_REPAIR, function() TryVendorRepairItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1814 -- slotActions:AddSlotAction(SI_ITEM_ACTION_ADD_TO_CRAFT, function() TryAddItemToCraft(inventorySlot) end, "primary", IsCraftingActionVisible)
- ingame/inventory/inventoryslot.lua:1821 -- slotActions:AddSlotAction(SI_ITEM_ACTION_REMOVE_FROM_CRAFT, function() TryRemoveItemFromCraft(inventorySlot) end, "primary", IsCraftingActionVisible)
- ingame/inventory/inventoryslot.lua:1827 -- slotActions:AddSlotAction(SI_TRADING_HOUSE_BUY_ITEM, function() TryBuyingGuildSpecificItem(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1835 -- slotActions:AddSlotAction(SI_ITEM_ACTION_REMOVE_ITEMS_FROM_CRAFT_BAG, function() TryMoveToInventory(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1840 -- slotActions:AddSlotAction(SI_ITEM_ACTION_ADD_ITEMS_TO_CRAFT_BAG, function() TryMoveToCraftBag(bagId, slotIndex) end, "secondary")
- ingame/inventory/inventoryslot.lua:1846 -- slotActions:AddSlotAction(SI_ITEM_ACTION_PREVIEW_DYE_STAMP, function() TryPreviewDyeStamp(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1852 -- slotActions:AddSlotAction(SI_ITEM_ACTION_SHOW_MAP, function() TryShowRecallMap(inventorySlot) end, "primary")
- ingame/inventory/inventoryslot.lua:1859 -- slotActions:AddSlotAction(SI_ITEM_ACTION_START_SKILL_RESPEC, function() TryStartSkillRespec(inventorySlot) end, "primary")